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1. [Knowledge Base](https://support.lumion.com/knowledge-base?hsLang=en-us)
2. [Material Questions](https://support.lumion.com/knowledge-base/material-questions?hsLang=en-us)

# The New Glass Material for Lumion 2024 and newer and the Glass setting for Ray Tracing

![Teaser L24 banner Glass 1920x0 \_780p.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12821049634588_1753905029377-2.jpg)

For the *Ray Traced Water Material* (version 2025.0+) see this article:

- **Knowledge Base:  **[Water Materials in Lumion 2025 and newer](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/19358104296988.json?hsLang=en-us)

 

This article includes topics on:

1.  The *Glass Material* and its *Settings/Properties*.

2.  Using the *Fully Ray Traced Glass* in the *Ray Trace Effect*.

If you arrived here by clicking on the *Fully Ray Traced Glass* information button:

![FRTGlass Info button.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13111800230940_1753905030313-2.png)

then you are in the right place and can also take a direct look at these topics:

- in this article Section 5.3. [Using the Fully Ray Traced Glass setting in the Ray Trace Effect](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/12802058309532.json#01HQVBPVXC7KR5X9W32S5KAXA3)

 

### Topics:

1\.  [Features](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/12802058309532.json#h_01HQVBGTDNRDNW7QER8A1SZ993)

2.  [The Glass Material and the Library of Glass](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/12802058309532.json#h_01HQVBGTDNRDNW7QER8A1SZ993)

3\. [Workflows](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/12802058309532.json#01HQVBNYWQQCJJV3A3Y4V1RDAW)

4\. [The Glass Material](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/12802058309532.json#01HQVBP6AFPP6T1T3AXEEEE4MC)

5\. [Ray Traced Glass and Using the Fully Ray Traced Glass setting in the Ray Trace Effect](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/12802058309532.json#01HQVBPVXC7KR5X9W32S5KAXA3)

6\. [Using Glass for Rasterization Renders](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/12802058309532.json#h_01HSC5XA45R5GZZE0T57K4TZ5M)

7\. [Using the Library Materials](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/12802058309532.json#01HQVBQAYP6GY5XJA98PDJXJ7Y)

8\. [Other Questions on Using Glass](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/12802058309532.json#01HQVBQFVTTNWPBERJA8BEGF1Z)

 

## Features and Properties

#### 1. Features:

**1. You will be able to:**

1.1: With Lumion  2024 and the new rendering options for the *Glass Material* you will be able to create materials for most types of glass and also other semi-transparent objects.

You will be able to:

1.1.1:  Create and manage *Glass Materials* of different types:

- Create New Glass.
- Update the *Settings* to change the look of an existing *Glass Material*.
- Replace an existing Material with a different *Glass Material*.
- Reset a *Glass Material* to its Imported state.
- Use the *Library of Glass Materials* and also locate which one has been used.
- Change the *Settings/Properties* to get the look you are after for a render.
- Understand and use the two rendering options for Glass:- *Standard Glass*, *Fully Ray Traced Glass*.
- Use the *Settings/Properties* of the material to achieve unique glass or semi-transparent looks when rendering with the *Fully Ray Traced Glass*.

1.1.2:  Create wonderful renders for:

![Nature reflections in waterHouse.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13157829935772_1753905031082-2.jpg)

![Bottle and Glass on table closeUp \_scrs2.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13144489879964_1753905032055-2.jpg)

![Glass Jars \_scrs.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13157829938588_1753905032729-2.jpg)

![StreetScape renderT1 P1P2\_Exterior - Overcast\_RT\_HQ.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13157867516316_1753905033693-2.jpg)

![renderTests1 MinInterior PS2\_Lamps RT-Balanced-RTGlass-On.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13144489888924_1753905035370-2.jpg)

 

**1.2:. Background**

In Lumion 2023 the new Glass Material merged PureGlass and Standard Glass and unified the properties for customizing the material. Glass featured some new properties, especially the ability to add Texture Maps directly:

![](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12819894209308_1753905036713-2.png)

#### 1.2.1: Settings and Map Slots (Lumion 2023):

- ***Texture*:** The slider controls how much influence a texture has over the material assigned to a surface.  
  The *Map Slot* allows a custom texture to be added. Decreasing the *Texture Slider* will increase the influence of the *Color*.
- ***Relief*:** The slider increases the bumps and dents on the surface.  This is the same as for a [*Standard Material*](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7764034284188.json?hsLang=en-us). Using a *Normal Map* is also possible.  
  The value of the *Relief Slider* will make parts of the surface pop out when increased.
- ***Frostiness*:** The *Frostiness Slider* controls the translucency of the surface without affecting the amount of light going through. Adding a *Map* will isolate areas affected by the slider.

#### 1.2.2: Lumion 2024 added two new Settings/Properties:

- *Emulated Thickness*:
- *Absorption*:

See Section [4.4: Other Glass Properties](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/12802058309532.json#h_01HSC3TFV3QTTZDHA51GAFKS22).

![Lumion2024 \_Glass \_newSettings\_hlt.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12870317885596_1753905037356-2.png)

#### 1.2.3:  Glass Rendering Options:

In Lumion 2024 you now have two ways to render *Glass Materials* depending on your render requirements.

- Render as a S*tandard Ray Traced Glass Material*.
- Render as a *Fully Ray Traced Glass Material*.

To get these options, use the *Ray Tracing Effect*. 

See Section:  5. [Using the Fully Ray Traced Glass setting in the Ray Trace Effect](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/12802058309532.json#01HQVBPVXC7KR5X9W32S5KAXA3)

 

**2. The Glass Material and the Library of Glass:**

You access a *Glass Material* via the *Materials Editor*:

- **Knowledge Base:** [How do you use the Material Editor in Lumion 2023?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7789056049180.json?hsLang=en-us)

![Acces to Materials Editor.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12821493780252_1753905038064-2.png) 

**2.1:** There are three options for you to choose from:

- Create a *New Glass Material*.
- Use one of the pre-made/presets materials from the *Materials Library* for a *Glass Material*.
- Use or change the *Glass Material* where the surface has been auto-assigned by Lumion.  See 3.3: Using or changing the Glass Auto-Material.

*Materials Editor* - main options in the Tabs:

#### **New - Glass:**

![Lumion2024 Material Editor \_Glass \_hlt.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13031804301980_1753905038716-2.png)

#### **Materials Library:**

In the *Materials Library*, you can also select *Glass*: (See section 8. Using the Library Materials)

![Lumion2024 Material Editor \_Glass Library Glass \_hlt.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13031801131932_1753905039472-2.png)

There are approximately 79 *Glass Materials* in the *Library* for glass to meet most needs, but let us know if you have a new requirement.

Library materials are 'template' materials for **Re-use**:

- You can use these materials as provided or edit them to suit your needs.

 

#### 3. Workflows:

**3. Workflows:**

See also:

- **Learning Pathways:** [Materials Workflow](https://support.lumion.com/learning-pathways/api/v2/help_center/en-us/articles/12213010162460.json?hsLang=en-us)

**You can change any Material to a *Glass Material* at any time.**

These are standard workflow options and steps across any of the material types in Lumion.

 

### 3.1: From an Imported Material to a Glass Material

When your model is first imported or you *Re-Import* your model, new surfaces are initially set as *Imported Materials*.  Those *Imported Materials* have the properties that Lumion can use from your CAD.

![Lum2023\_\_Glass\_\_fromImported.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12819755293980_1753905040567-2.jpg)

The material will usually include the color value and/or the texture (such as a brick image texture) that you may have applied in your CAD/modeling software. 

You can use colors or textures or in combination.

To change the material, simply click on the *+ New* button (if not already selected) and then the *Glass* button.

![Lumion2024 Material Editor \_workflow \_toNewGlass.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13031804305820_1753905041289-2.png)

The *Glass Material* will be a *Default Glass.*  Click the *Settings* tab to change its look and how it reacts to light, as needed.

Note: Lumion 2024 *Glass Material* and presets(*Library*): are now all **single-sided by default** to avoid issues with *Ray Tracing* if it is applied to double-sided surfaces. 

![Lum2024\_Glass \_New default Settings-Properties\_c-noDD.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13030541784348_1753905042031-2.png)

 

![Lum2023\_\_Glass\_\_fromImported\_to\_Glass\_2-Settings.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12819755295772_1753905042707-2.jpg)

For example, here the *Reflectivity* and *Frostiness* sliders have been changed to alter the look of the material.

![Lumion2024 \_Glass \_Default Settings from an Imported Material \_onModel \_changed.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12870689610396_1753905043381-2.jpg)

 

### 3.2: From a Different Material to a Glass Material

If the surface is already assigned some other material then you can easily change it at any time.

![Lumion2024 \_Glass \_change from Other Material \_from-stone.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12870941623580_1753905044272-2.jpg)

 

**3.2.1:** Click on the *Material Library* button to return to the top level of the *Materials Editor*:

![Lumion2024 \_Glass \_change from Other Material \_1. MatLib btn.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12870941636636_1753905045011-2.jpg)

**3.2.2:** Or you can also *Load* an existing Material from a file you had previously saved:

![Lumion2024 \_Glass \_change from Other Material \_2. or Load a Mat.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12870916931612_1753905045596-2.jpg)

See:

- **Knowledge Base:** [How do you copy, paste, save and load Materials in Lumion 2023 and newer?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7764039850396.json?hsLang=en-us)

**3.2.3:** Select a material from the *Materials Library* - *Glass* or use the *+ New* button and make a *Default Glass Material*:

![Lumion2024 \_Glass \_change from Other Material \_3. from Glass Lib.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12870941639708_1753905046251-2.jpg)

 

### 3.3: Using or changing the Glass Auto-Material

When importing using Lumion or using *LiveSync* certain surfaces with common material names can be auto-converted to a material for you.  Then you only need to change the material to suit your specific needs.  One of the currently auto-converted materials is Glass (default).

See the article relevant to your [CAD modeling software](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/360003455174.json?hsLang=en-us).  As an example for SketchUp, see Section 3.10: Why are some materials automatically converted to water and glass in Lumion?

- **Knowledge Base:** [Model import guidelines for SketchUp](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/360007745233.json?hsLang=en-us)

 

**TIP:** to revert a material to its original imported properties click on the *Imported Material (+New button)*.

![Lumion2024 Material Editor \_workflow \_toImportedMat.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13031804309404_1753905046925-2.png)

For Glass that will reset the material and you can change to some other material or start again with the *Glass Material Settings*. 

 

### Glass Material Settings:

#### 4. The Glass Material:

**4. The Glass Material:**

You change the look to simulate what that material will do when it reacts to light and give the appearance of Glass with a semi-to-full, transparent look.   

When you change the material for the surface from an *Imported Material* to a *Glass Material*, then any *Color* value and *Texture Map* texture are transferred. Other types of materials or textures are not present in *Imported Materials*. 

Adding a texture to the *Texture Map*, *Relief Map* or *Frostiness Map* slots will enhance the surface looks of your Glass for the type of Glass you want to simulate.

 

**4.1 Settings for the (Default) Glass Material:**

 This is the (default) *Glass Material* that you can edit to change any of the properties of Glass.

Applies to Lumion 2024 and newer.

From the *+ New* Tab click on the Glass icon/button to access the *Settings*.

![Lumion2024 Material Editor \_makeNewGlass1.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13031923745820_1753905047547-2.png)

 

 

![Lum2024\_Glass \_New default Settings-Properties\_c-noDD.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13030541784348_1753905042031-2.png)

**Settings and Default values:**

- *Color*:  White (#FFFFFF or 256,256,256) or imported value.  
  To define the basic look - color.   Whereas, the Color is applied across the complete surface as a single color (Color Value).  
  *\[Common Material Property\]*
- *Texture*: 0%  
  Provides multiple colorings for one area.  An image, photo, or other graphic. *\[Common Material Property\]*
- *Relief*: 0%  
  How the top outer part of the surface looks in terms of its smoothness and depth in 3D.  
  *\[Common Material Property\]*
- *Map Scale*: 0%  
  How large or small a texture is and how many times it repeats over the surface.    
  *\[Common Material Property\]*
- *Reflectivity*: 100%  
  Strength of a reflection.  
  Value only, no Map.  
  *\[Common Material Property\]*
- *Internal Reflections*: 0%
- *Transparency*: 100%  
  Value only, no Map.  
  Opposite value range to Opacity.  
  *\[Common Material Property\]*
- *Double-sided*: 0 (Off)
- *Distortion*: 39%
- *Roughness*: 0%  
  Ability to reflect, absorb, or react to light.  Value only, no Map.  
  *\[Common Material Property\]*
- *Frostiness*: 0%
- *Force Rain Streaks*: 0%
- *Emulated Thickness*: 4.0mm
- *Absorption*: 0.00

 

**4.2: Glass Settings**

### 4.2.1: Common Settings for Glass

- *Color: *
- *Texture:*
- *Relief: *
- *Map Scale: *
- *Reflectivity: *
- *Transparency: *
- *Roughness:* 

These *Settings* are the same as for the *Standard Material*, so you may already know what they are and how to use them.

We will cover any other information specifically to Glass here, so please use the *Standard Materials* article along with this one:

- **Knowledge Base:** [What do the properties of the Standard Material mean in Lumion 2023 and newer??](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7764034284188.json?hsLang=en-us)

![Lumion2024 \_Glass \_GlassPanels004.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12871016267804_1753905048616-2.jpg)

![Lumion2024 \_Glass \_GlassPanels004 \_Settings.png](https://support.lumion.com/hs-fs/hubfs/Knowledge%20Base%20Import/12871016270108_1753905049368-2.png?width=273&height=460&name=12871016270108_1753905049368-2.png)

 

### 4.2.2: Custom Textures

You can import your own (custom) textures for the *Glass Material*.

Supported maps are a Diffuse texture (Color Map) for the *Texture Map, Normal Map (Relief),* and a *Frostiness Map (mask)* (grayscale). 

**With no Maps loaded:**

![Lumion2024 \_Glass \_Settings-CustomMaps \_These3\_0-NoMaps.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12887184593564_1753905050214-2.jpg)

**With a Texture Map:**

![Lumion2024 \_Glass \_Settings-CustomMaps \_These3\_1-TexMap.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12887184595868_1753905051093-2.jpg)

**With a Relief Map:**

![Lumion2024 \_Glass \_Settings-CustomMaps \_These3\_2-NormalMap Map.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12887184598300_1753905051919-2.jpg)

**With a Frostiness Map:**

![Lumion2024 \_Glass \_Settings-CustomMaps \_These3\_3-Frostiness Map.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12887184599580_1753905052936-2.jpg)

Unlike the *Standard Material*, there are no *Maps* for these *Settings*:

- *Reflectivity*
- *Transparency*
- *Roughness*

![Lum2023\_\_Glass\_-there\_are\_no\_maps\_for\_these.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12819819248028_1753905053606-2.png)

 

### 4.2.3: Optional Use of the Standard Material:

If the *Glass Material* does not provide the look you want then you can also try using the *Standard Material*.

It supports *Transparency* via the *Opacity slider* and *Opacity Map*.

You can then use the other *Settings* to see if that material better suits your needs.

Given the developments in Lumion 2024, we would now expect the use of the *Standard Material* in place of the *Glass Material* to be rare.

![Lumion2024 \_Glass \_Settings-CustomMaps using StdMat.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12887201139356_1753905054477-2.jpg)

 

**4.3: Common Properties of Glass**

###  4.3.1: Color

Also referred to as Albedo. To define the basic look - color.  In the case of a texture, it provides multiple colors for one surface.  Whereas, the color is applied across the complete surface as a single color (*Color Value*).

Default value: White (Hex: #FFFFFF, RGB: 256,256,256) or the imported value.

This is the *Color Value*:

![Lumion2024 \_Glass \_Setting-Color\_colorValue.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12871597907612_1753905055274-2.png)

and, as defined by using the *Color Palette*:

![Lumion2024 \_Glass \_Setting-Color\_colorPalette.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12871597909276_1753905055885-2.png)

You select only the *Color Value* required. The *Texture Slider* (see more below) will determine how much of the *Color* is included.

There is no slider for this setting.

![Lumion2024 \_Glass \_Setting-Color\_noSlider.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12871606256412_1753905056554-2.png)

 

### 4.3.2: Texture (Color Map)

A Texture or image loaded to the Map slot provides multiple colors or looks as in the image loaded for the surface. 

The image can be a vector of colors or any photo or image that is in the format Lumion supports for *Loading* textures.

![Lumion2024 \_Glass \_Setting-Texture \_imageFormats.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12871794432028_1753905057141-2.png)

The *Texture Map* allows you to add your own *Color Map* (Diffuse/Albedo) texture image to your model.

In a Standard Material, you can add an *Opacity Map* to clear parts of the *Texture Map*.  the *Glass Material* does not have that option as it is not part of the Physically Based Rendering (PBR) material settings for Glass.  The *Transparency* of the Glass overall will determine its opacity.

See also Sections 6 and 7.3 in this article for the following:

- **Knowledge Base:** [What do the properties of the Standard Material mean in Lumion 2023 and newer?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7764034284188.json?hsLang=en-us)

 

**4.3.2.1: Loading the Texture Map**

*Load* an image file as a *Texture Map/Mask*.

See also Section 6.1: Loading a Texture Map ([article above](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7764034284188.json?hsLang=en-us)).

![Lumion2024 Material Editor \_Glass - TextureMap \_LumLogo-jpg \_Load.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13032138933532_1753905057883-2.jpg)

The *Texture Slider value* (strength) is very low so is only slightly seen.

![Lumion2024 Material Editor \_Glass - TextureMap \_LumLogo-jpg \_TexValue-low.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13032138933916_1753905058554-2.jpg)

![Lumion2024 Material Editor \_Glass - TextureMap \_LumLogo-jpg \_TexValue-max.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13032107768348_1753905059223-2.jpg)

The Texture is at full strength but you can still see through it because of the *Transparency slider* value at 1005 (fully transparent)

![Lumion2024 \_Glass \_Setting-CProp \_Texture \_LLogo\_5-JPG.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12872255271708_1753905060005-2.jpg)

If the image loaded was a PNG with a transparent background then the white transparent background is inverted.

![Lumion2024 Material Editor \_Glass - TextureMap \_LumLogo-PNG TrBkgrd.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13032107768476_1753905060838-2.jpg)

 

**4.3.2.2: Deleting the Texture Maps**

A *Map* in the *Texture Map Slot* can be deleted using the *Delete (Bin)* button.

![Lumion2024 Material Editor \_Glass - TextureMap \_Delete Bin.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13032322354716_1753905061539-2.png)

**4.3.2.3: Restore Original Imported Texture**

See Section 6.3: Restoring the original Texture Map in the [Standard Materials](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7764034284188.json?hsLang=en-us) article.

The *Restore Original Imported Texture* button will restore the original texture (**if** it was in the *Imported Models Material*). This button is only available when the *Texture Map* is **empty**.

### 4.3.3: Map Scale - (Imported or Custom):

How large or small a texture is.  That is, how many times it repeats, if used, over the entire surface.

See Sections 7.4: Map Scale - ( Imported or your Custom value) in the [Standard Materials](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7764034284188.json?hsLang=en-us) article.

![Lumion2024 Material Editor \_Glass - MapScale.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13032322358428_1753905062299-2.png)

![Lumion2024 Material Editor \_Glass - MapScale\_low.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13032369954332_1753905063326-2.jpg)

![Lumion2024 Material Editor \_Glass - MapScale\_higher.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13032322363804_1753905064171-2.jpg)

 

### 4.3.4: Relief:

How the top outer part of the surface look in terms of its smoothness and depth in 3D.

See Sections 7.5: Relief Slider and Normal Map in the [Standard Materials](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7764034284188.json?hsLang=en-us) article.

Note (as in the Standard Materials article):  although Lumion lets you *Load* any sort of texture file, the type of image you need to *Load* needs to be a correct *NormalMap* (purple-looking).  This ensures that the Relief system calculates correctly from the source image.

![Lumion2024 \_Glass \_Settings-exmaple of NormalMap.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12887429350300_1753905064880-2.jpg)

Using the Architectural Glass 02 from the *Material Library*:

![Lumion2024 \_Glass \_Settings-using ArchitecturalGlass02 Mat Lib.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12887429350684_1753905065582-2.jpg)

 

### 4.3.5: Reflectivity:

Strength of a reflection.

Value only. There is no *Reflectivity Map* for Glass.

See Sections 7.9: Reflectivity and the Reflectiveness Map in the [Standard Materials](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7764034284188.json?hsLang=en-us) article.

The *Reflectivity slider* works like this.

- 0% reflectivity: no reflection at all.
- 100% reflectivity: it reflects about 4% of the light. 
- 200% reflectivity: the glass is reflecting 100% of the light.

![](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12819755282972_1753905066566-2.png)

*(Left to right glass reflectivity 0%, 100%, 150%, 200%)*

 

**Reflectivity in Build Mode:**

For performance reasons, in *Build Mode* you see the reflections using the global *Reflection Control Object*.  These reflections are lower quality then for the *Preview/HQ Preview*/final render.

![L2024 Glass Mat \_Reflectivity 100p \_onBuild-global\_1.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13003451580444_1753905067757-2.jpg)

![L2024 Glass Mat \_Reflectivity 100p \_onBuild-global\_1b-HQPreview-StdRTGlass.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13003516787740_1753905068615-2.jpg)

Increasing the *Reflectivity* above 100 percent increases the amount of reflection from the global view and decreases the amount of content you would see through the glass, being semi-transparent/transparent.  Here you can see that the trees have all but disappeared.  Don't worry, that is as it should be in *Build Mode*.

![L2024 Glass Mat \_Reflectivity 140p \_onBuild-global\_2.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13003451586204_1753905069380-2.jpg)

![L2024 Glass Mat \_Reflectivity 150p \_onBuild-global\_2b-HQPreview-StdRTGlass.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13003516790812_1753905070282-2.jpg)

And further at 200% you will only see the global reflections because the material is now super reflective (and similar to a mirror) and not letting any light through:

![L2024 Glass Mat \_Reflectivity 200p \_onBuild-global\_3.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13003451586972_1753905071160-2.jpg)

![L2024 Glass Mat \_Reflectivity 200p \_onBuild-global\_3b-HQPreview-StdRTGlass.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13003516793116_1753905072147-2.jpg)

 

### 4.3.6: Roughness:

![Lumion2024 Material Editor \_Glass \_Roughness.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13032393817756_1753905072812-2.jpg)

Ability to change the direction, absorb and react to light.

Value only, no Map.

See Sections 7.8: Roughness Slider and Roughness Map in the [Standard Materials](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7764034284188.json?hsLang=en-us) article.

#### 4.4: Other Glass Properties

**4.4: Other Glass Properties**

**Properties for Glass:**

These properties are unique to the needs of a *Glass Material*:

![Lumion2024 \_Glass \_SpecificGlassSettings \_Properties \_hlt.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12887429351068_1753905073455-2.png)

 

### 4.4.1: Internal Reflections

Internal reflection does not do anything when *Fully Ray Traced Glass* is enabled.

If the *Glass Material* is rendered using the *Standard Ray Trace Glass* that only receives *Ray Trace* Reflections, then for example internal reflections (or layers of glass behind the first layer) will fallback to receive the global (*Reflection Control Object*) cubemap reflections.

 

### 4.4.2: Double sided

The *Double-sided slider* is a toggle between Single-sided and Double-sided.

If the surface of your model is made with a single face and material assigned to the outward camera facing direction then the material will render as a flat plane looking surface.  It still looks like glass but does not emulate the nature of glass that is two-sided.

When you use this setting and make the surface/material *Double-sided* then the surface will render as glass also on the back-face.  

This makes it easy to get the correct look - glass and reflections when changing the camera view from an exterior view to an interior view.  You do not need to re-edit the model and create a back-face.

 

**Lumion 2024:** The *Glass Material* and *Presets (Library)*: This Property is now set to **single-sided by default** to avoid issues with *Ray Tracing* if it is applied to double-sided surfaces.

 

**4.4.2.1:  For Ray Trace rendering:  - Ray Traced Standard Glass (Fully Ray Traced Glass and Water button is Off)**

To get the best result for the *Standard Glass*, when *Ray Tracing*, make sure to enable *Double-sided* in the glass material.

Otherwise, the *Index of Refraction (IOR)* won’t be visible. For the model, avoid having surfaces that are Double-sided with no depth. This can create render artifacts when resolving the image.

 

**4.4.2.2:  For Ray Trace rendering:  - Fully Ray Traced Glass (Fully Ray Traced Glass and Water button is On)**

*Double-sided:* This works a little bit differently for *Fully Ray Traced Glass*.

- If a surface is *Double-sided*, so it has a front-face and a back-face without depth, then this should be set to *Single-sided* (0.00). As the double-sided setting will create render artifacts, given the surface is already double-sided.
- If a surface is not *Double-sided*, it has a front-face only, then you should enable this (1.00). This will give the best result.

 

### 4.4.3: Distortion (Refraction)

For Double-sided Glass, it is now possible to tweak the *Refraction* by setting the *Distortion value*.

0% is no refraction and 100% is maximum refraction.

![](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12819957061916_1753905074348-2.png)

*Sphere with double-sided Glass, distortion set to 0%, 20%, 40%, 60%, 80%, and 100% respectively. (Ray Trace off)*

*![Distortion - Farnsworth Example Project \_1b.gif](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13033756106268_1753905076740-2.gif)*

 

### 4.4.4: Frostiness

As the name implies this *Setting* applies a frosty, unclear look to the material.

If there is no *Frostiness Map* then Lumion uses a default Map.

The *Frostiness* *Map slot* requires a greyscale image.  If you *Load* a 24 bit image then Lumion converts it to a greyscale 8 bit.

![Lumion2024 \_Glass \_Specific \_Frostiness-0p.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12887965546012_1753905081768-2.jpg)

![Lumion2024 \_Glass \_Specific \_Frostiness-100p.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12887965547932_1753905082458-2.jpg)![Lumion2024 \_Glass \_Specific \_Frostiness-200p.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12888009786780_1753905083192-2.jpg)

 

*Inverse Map*: you can invert the image for a different look:

![Lumion2024 \_Glass \_Specific \_Frostiness \_Inverse.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12887965549596_1753905083815-2.png)

 

**4.4.4.2: Use Frostiness for Etched Glass- use a texture of the logo or etching:**

![Glass Lines for grid - Etched Glass\_3.png](https://support.lumion.com/hs-fs/hubfs/Knowledge%20Base%20Import/12887965551644_1753905084429-2.png?width=389&height=281&name=12887965551644_1753905084429-2.png)

![Lumion2024 \_Glass \_Specific \_Frostiness \_using Etched Glass3.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12888009790364_1753905085112-2.jpg)

Or a logo:

![Etched Glass \_LumionLogo\_3 renderedStdGlass \_GlassHouse\_720x405.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13031090909340_1753905085731-2.jpg)

 

### 4.4.5: Force Rain Streaks

Just like in real life when it rains and you look out the windows.

You can set this surface as a *Glass Material* to have rain streaks running down the window. 

Use the material setting along **with** the *Precipitation Effect* (in *Photo Mode* and *Movie Mode*).

Increase the slider value for more *Rain Streaks*.

![Lumion2024 \_Glass \_Specific \_Force Rain Streaks.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12888406260636_1753905086639-2.jpg)

![Rain Streaks on Glass\_1.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12888462321948_1753905087960-2.jpg)

 

### 4.4.6: Emulated Thickness:

New in Lumion 2024.

Default: 4.00mm, range: 0mm to 20mm

Adds a 'real' thickness to a surface that is a plane.

![Lumion2024 \_Glass \_Specific \_EmThickness-0Default-4mm.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12888406264476_1753905088968-2.jpg)

You will not see a change in thickness in *Build Mode* when you change the value above 0.  

This property is only used by the *Fully Ray Traced Glass* setting in the *Ray Trace Effect*. It is used to emulate the thickness of the glass when it is set to Single-sided. The thicker the glass, the more light it can absorb, and it will also make the distortion more visible.

 

### 4.4.7: Absorption:

(new in Lumion 2024)

This property has two components.  
● The *Absorption value slider*: this will set how much light gets absorbed by the glass in combination with the color that can be set.  
● The *Absorption Color*: The invert of the color that is set will be absorbed by the glass. The color will not be absorbed.

So basically the color set here is the color of the glass shadow. If the color is set to white, then it will not absorb any light.

For example:

- White-colored glass, where absorption is set to 1, and absorption color is set to white. No light is absorbed by the glass, and it will not cast any shadows.
- White-colored glass, where absorption is set to 1, and absorption color is set to red. The shadow that is cast will be red.

*Emulated Thickness* is also taken into account for the *Absorption*.

 

The *Absorption Color Picker* has been converted from an RGB color picker to an HSV picker. Where only Hue and Saturation are available.

To make the absorption darker increase the absorption value.

![Lumion2024 \_Glass \_Specific \_Absorption \_ColorPicker.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13030715050396_1753905089833-2.png)

 

#### 5. Ray Traced Glass:

**5. Ray Traced Glass**

### 5.1: Ray Trace Effect

If you include the *Ray Trace Effect* then the rendering changes from *Rasterization* to *Ray Traced*.

- **Knowledge Base:**  [How do you use the new Ray Tracing Effect?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7442305609628.json?hsLang=en-us)

The *Ray Trace Effect* provides the options over how Glass will be rendered.  

Click on the See More button:

![Lumion 2024 Ray Tracing Effect \_Show More.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12898218526108_1753905090477-2.png)

Available for both *Photo Mode* and *Movie Mode*.

![Ray Trace Effect setting - Fully Ray Traced Glass and Water-OFF-disAbled.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/19820786103452_1753905091118-2.png)

![Ray Trace Effect setting - Fully Ray Traced Glass and Water-On-enabled.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/19820786104988_1753905091812-2.png) 

You have two options for the rendering of Glass:

1.  The Glass is *Ray Traced* as a *Standard Glass* Ray Trace rendering:- the *Fully Ray-traced Glass and Water* button is Off.

2.  The Glass is *Fully Ray Trace* rendered with all properties of the Glass material using a special dedicated rendering system for Glass.  The *Fully Ray-traced Glass and Water* button is On.

3.  The *Quality presets* (Fast, Balanced, etc.) will make the setting either On or Off.  See the article below for those settings.

- **Knowledge Base:**  [How do you use the new Ray Tracing Effect?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7442305609628.json?hsLang=en-us)

 

### 5.2:  Ray Tracing as a 'Standard' Glass

*Standard Glass* has only *Ray Traced Reflections*.

Available in Lumion 2023 as the only glass.  Also available in Lumion 2024.  It is similar to the *Standard Glass Material* using *Rasterization* in prior to Lumion 2023 version.

**Suitable for:** flat plane surfaces for windows and window walls.

**See also Section 5.4:**  When should you use Fully Ray-traced Glass or the Standard Glass when Ray Trace rendering?

If you have overlapping *Glass Materials* the *Ray Traced Reflections* are only applied to the surface that was in front of the others. All layers behind the first layer and internal reflections, fall back to using the Reflection Cubemap. 

- **Knowledge Base:**  [How do Projected Reflections work?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/360003476033.json?hsLang=en-us)

*Fully Ray Traced Glass* does not have that limitation.

*![](https://support.lumion.com/hs-fs/hubfs/Knowledge%20Base%20Import/12888583879324_1753905093001-2.png?width=650&height=217&name=12888583879324_1753905093001-2.png)*

*Comparison between glass in raster, glass with raytraced reflections, and fully raytraced glass*

This approach is available to simplify the rendering process and provide for faster rendering when the highest quality of intricate Glass rendering is not required.

 

### 5.3:  Fully Ray-traced Glass

**5.3.1:  The Fully Ray-traced Glass setting**

![Ray Trace Effect setting - Fully Ray Traced Glass and Water-On-enabled.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/19820786104988_1753905091812-2.png)

This render setting gives a much more accurate result compared to the *Standard Glass* rendering in *Ray Tracing*. 

For example, the rendered glass has accurate results for properties for the Index of Refraction (IOR) and reflection.

![](https://support.lumion.com/hs-fs/hubfs/Knowledge%20Base%20Import/12888603205916_1753905095359-2.png?width=587&name=12888603205916_1753905095359-2.png)

*Lamp shades using the Ray-Traced Glass Material. See Example Project - Minimalistic Interior*

This setting should only be turned on when you have intricate Glass Objects that need attention to reflections, shadows, multiple layers of glass (glass behind glass) and refractions. It will have almost 0 impact for normal windows/panels given that you are dealing with a flat surface.

**Suitable for:**  spherical or curve shaped glass, glasses, multiple layers of glass objects.  For example:

![2024\_Glass\_PRODUCTION\_GlassAbsorb\_01\_720p.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13262850229148_1753905097617-2.jpg)

**See also Section 5.4:**  When should you use Fully Ray-traced Glass or the Standard Glass when Ray Trace rendering?

 

![Lumion 2024 RT Effect - Fully Ray Traced Glass only-ON.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13102763173276_1753905098260-2.png)

When enabled all glass in the *Scene* will be rendered using the *Fully Ray-traced Glass* rendering system.  It applies to **all** *Glass Materials* in the *Scene*. 

It will respect the settings for each configured *Glass Material* you apply to a surface. 

 

**5.3.2: Index of Refraction/Reflection**

The *Distortion* property sets the Index of Reflection when *Fully Ray Traced Glass* is **enabled**.

- Distortion set to 0% is the IOR for air.
- Distortion set to 60% is the IOR for water.
- Distortion set to 100% is the IOR for glass.
- Distortion set to 200% is the IOR for crystal.

![](https://support.lumion.com/hs-fs/hubfs/Knowledge%20Base%20Import/12888583885340_1753905098989-2.png?width=587&height=147&name=12888583885340_1753905098989-2.png)

*Comparison distortion at 0%, 60%, 100%, and 200%*

Light absorption is added as a glass material property. It is possible to set the strength and the color.

When using *Standard Glass with Ray Tracing*:  the *Absorption Color* isn’t fully accurate but it gives a subtle hint for the reflections received.

When using *Fully Ray Traced Glass* the *Absorption* is applied correctly. When the glass gets thicker, light get absorbed.

 

![](https://support.lumion.com/hs-fs/hubfs/Knowledge%20Base%20Import/12888603217436_1753905101330-2.png?width=587&height=147&name=12888603217436_1753905101330-2.png)

*From left to right: default glass with RT reflection, default glass with RT reflection and absorption. And the same materials but then with RT glass*

 

#### 5.3.3: Guidelines: How the Properties affect renders when using the Fully Ray Traced Glass Setting in Ray Trace Effect:

 

These Properties will work the *Fully Ray Traced Glass* Setting:

Color

Texture

Relief

Map scale

Transparency

Double-sided

Distortion

Roughness

Frostiness

Force rain streaks

Emulated thickness

Absorption

 

Reflectivity

 

Internal Reflections (as above) ignored.

![](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13102997590940_1753905102785-2.png)

**5.3.3.1: Double-sided**

**Important **

This *Setting* works a little bit differently.

If a surface itself is *Double-sided*, so it has a front face and a back-face but without depth, then this should be set to single-sided (0.00). 

If a surface is not *Double-sided*, then you should enable this (1.00). This will give the best results.

To get the best result from *Fully Ray Traced Glass*, make sure to enable *Double-sided* in the *Glass Material*. Otherwise, the IOR won’t be visible.

For the model, avoid having surfaces that are *Double-sided* with no depth. This can create render artifacts when resolving the image.

**Note:**  there is a current known issue where in some cases the *Ray Trace* result has a blue or purple tint in parts of the glass.

Or, the tinting is seen within the spaces, In this example a planar surface with Fully Ray Traced Glass set to On (to emulate the issue):

![](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/18991286037148_1753905103445-2.png)

![](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/18991286038300_1753905104305-2.png)

Turning *Fully Ray Traced Glass and Water* Off works:

But if you need the *Fully Ray Traced Glass and Water* to be On such as for curved glass walls then:

turn *Double-sided* to Off (single-sided).

![](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/18991286038556_1753905105982-2.png)

 

If that occurs, first try turning *Double-sided* to Off (single-sided).

 

**5.3.3.2: Distortion**

When *Fully Ray Traced Glass and Water* is enabled the *Distortion* property will act as the Index of Refraction (IOR).  See above, section 5.3.2: Index of Refraction/Reflection.

**5.3.3.3: Emulated Thickness**

This Setting is only used by *Fully Ray Traced Glass*.

It is used to fake the thickness of the glass when it is set to Single-sided. The thicker the glass, the more light it can absorb, and it will also make the distortion more visible.

 

**5.3.3.4: Absorption**

This property has two components.  
● The *Absorption value slider*: this will set how much light gets absorbed by the glass in combination with the color that can be set.  
● The *Absorption Color*: The invert of the color that is set will be absorbed by the glass. The color will not be absorbed.

So basically the color set here is the color of the glass shadow. If the color is set to white, then it will not absorb any light.

For example:

- White-colored glass, where absorption is set to 1, and absorption color is set to white. No light is absorbed by the glass, and it will not cast any shadows.
- White-colored glass, where absorption is set to 1, and absorption color is set to red. The shadow that is cast will be red.

*Emulated Thickness* is also taken into account for the *Absorption*.

 

### 5.4:  When should you use Fully Ray-traced Glass or the Standard Glass when Ray Trace rendering?

The *Standard* *Ray Traced Glass* is designed for flat planar surfaces and works best for window areas, glass panes, window walls and similar.  

![Streetscape forGlass\_Exterior - Main\_RT\_High-RTGlass-Off \_720x405.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13144489870876_1753905107440-2.jpg)

The *Fully Ray Traced Glass* is designed for intricate and detailed renderings of Glass that need attention to reflections, shadows, multiple layers of glass (glass behind glass), refractions, etc. 

**Suitable for:**  spherical or curve shaped glass, glasses, multiple layers of glass objects.  For example:

![Bottle and Glass on table closeUp \_scrs2.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13144489879964_1753905032055-2.jpg)

Not all *Scenes* can include only views of one or the other.  

Suggestions on a few scenarios:

- An exterior of a commercial building \> *Standard Ray Traced Glass*.
- An exterior of a residential property \> *Standard Ray Traced Glass*.
- An exterior of a commercial  or residential property where the window panels are curved \> *Fully Ray Traced Glass.*  Set Double-sided to Off. 
- An interior of a residential or commercial looking out \> *Standard Ray Traced Glass*.
- If the interior of a residential or commercial looking out  also includes special glass lamps, glasses/glass ware or other glass objects \>  *Fully Ray Traced Glass.*

![renderTests1 MinInterior PS2\_Lamps RT-Balanced-RTGlass-On.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13144489888924_1753905035370-2.jpg)

Here *Fully Ray Traced Glass* is Off  \> *Standard Ray Traced Glass*.

![renderTests1 MinInterior PS2\_Lamps RT-Balanced-RTGlass-Off.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13144496332700_1753905108246-2.jpg)

 

In general it is a question of what suits the *Scene* and also the look and level of quality/realism.  Followed by rendering timeframes and whether you need a faster render.

*Full Ray Traced Glass* does require more rendering time because it involves *Ray Tracing* with a lot of properties and intricate processes.

You might not notice the impact when rendering a small single residential property however for a *Project* with either a large number of buildings and/or expansive windows walls then there is some impact.

Or if you have an interior and perhaps a close-up view with glassware or other intricate models using the *Glass Material* then you might want to chose to use the *Fully Ray Traced* option.

You may also find that you have views that include both flat planar windows and more intricate glass objects.  Which setting should you use?  Use *Fully Ray Traced Glass* but you will need to make sure to remove any of the properties that option will use from your planar glass material such as *Double-sided*, and *Absorption*.  

Overall, the required level of quality will decide.

 

#### 6. Using Glass for Rasterization Renders:

**6. Using Glass for Rasterization Renders:**

Glass has always been a foundation material in Lumion versions.

Prior to Lumion 2023, the versions included glass as a *Standard Glass Material*, a *Pure Glass Material*, along with a *Glass Library*.

Lumion 2023 and newer consolidated the glass materials into a single PBR (Physically Based Rendering) based *Glass Material*. 

You still get the ability to have a type of *Standard Glass*- good for large window/window walls etc.  The *Pure Glass* special features are now part of the same material and you can create various types of architectural glass.  The *Glass Library Materials* and the *New Glass Material* can be used to create any other semi-transparent glass like material.

The same properties apply to both rendering systems - *Ray Trace* and *Rasterization*.

The *Rasterization* pipeline however does not have the *Fully Ray Traced Glass* option (*Ray Tracing Effect*).

 

![Raster subtopicHdr xStreetScape renderT1 P1P2\_Exterior - Main\_Raster.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13101763353884_1753905109577-2.jpg)

You create your material as usual.

The setups for rendering glass using the *Rasterization* pipeline use the following:

1.  Mainly the *Reflection Effect* for:

1.1: *Planar Reflections* - great for high quality, accurate window/window walls. 

1.2: *SpeedRay Reflections*.

2.  Default and fallbacks to using global reflections via the *Reflection Control Object*.

To see how those work for glass reflections, see these core article:

- **Knowledge Base:**  [How do Projected Reflections work?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/360003476033.json?hsLang=en-us)
- **Knowledge Base:**  [How do SpeedRay Reflections work?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/360003456014.json?hsLang=en-us)
- **Knowledge Base:**  [How do Planar Reflections work?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/360003455994.json?hsLang=en-us)

 

#### 7. Using the Library Materials:

**7. Using the Library Materials:**

#### 7.1: Using the Library of Glass Materials:

Try to use the *Materials Library* as much as you can.  The pre-made materials help to get things done quicker.

The *Settings*, however, are in some cases more as a Default, so may still need changing to suit the surface look that you want.

You can change the *Settings* at any time after applying a *Library Material*.

**TIP:** if you like the one you make then you can also save it to a *Material File* (LMAT) or make it a *Custom Material* for your own Library.  See this article:

- **Knowledge Base:**  [How do you use the Material Editor in Lumion 2023 and newer?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/7789056049180.json?hsLang=en-us)

 

#### 7.2: The Glass Library

7.2.1:  You can access the *Glass Materials Library* at any time by clicking on the main *Library tab* and then *Materials Tab*.

![Lumion2024 Material Editor \_Glass-Library \_GlassCategory.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13087395254300_1753905110338-2.png)

Select the *Glass Category* to show the folders of *Glass Library Materials*.

![Lumion2024 Material Editor \_Glass Library Glass \_hlt.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13031801131932_1753905039472-2.png)

Select a material from the *Library*:

![Lumion2024  \_Glass-Library \_selecting DecoGlass003.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13087395255580_1753905111261-2.jpg)

You can change the *Settings* to suit, if needed:

![Lumion2024  \_Glass-Library \_selecting DecoGlass003 -changeSettings.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13087378180380_1753905112079-2.jpg)

Its easy to change.  Select a different material form the *Library*.

![Lumion2024  \_Glass-Library \_selecting DecoGlass003 -changeLibMatandSettings.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13087395258524_1753905113087-2.jpg)

And a test render:

![Lumion2024  \_Glass-Library \_selecting DecoGlass005 \_render \_x720.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13087378181660_1753905113887-2.jpg)

 

#### 7.3: Find in the Library:

At any time you can select a surface for its material and locate which *Library Material* it was from:

![Lumion2024  \_Glass-Library \_FindtheMatinLibrary \_btn.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13087395260444_1753905114474-2.jpg)

Lumion will locate the *Library Material*, display the *Library* and highlight the material.

![Lumion2024  \_Glass-Library \_FoundinLibrary.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13087395262748_1753905115166-2.jpg)

You can use this just to check, or to go back to the original material, if you want to start again.

 

#### 7.4: Search in the Library:

![Lumion2024  \_Glass-Library \_Search.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13087378187420_1753905115769-2.jpg)

 

#### 8. Other Questions on Using Glass:

**8. Other Questions on Using Glass:**

### 8.1:  Reflections and Visibility:

#### Some Content will not be visible behind glass or in the Reflections for the Glass Material.

Limitations from the *Ray Trace Rendering Pipeline*.

The major content types of Nature are now part of the *Ray Trace rendering pipeline*.

The following content is however not yet in the pipeline as of Lumion 2024.0 but is being planned to be included in an update to Lumion 2024:

- Animated 3D People (all static 3D People and 2D People are included).
- Ocean/Water/Water Plane.
- Effects: Decals.
- Effects: Fire.
- Effects: Smoke.
- Effects: Leaves.

 

The impact of this for Glass rendering is:

1.  Those Objects will not be included in reflections.

2\. If they are critical to the Scene, then considering using this workaround:

- **Knowledge Base:** [How do you render the Ray Trace reflections for Lumion Animated Objects in Lumion 2023 and newer?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/9894760034332.json?hsLang=en-us)

 

### 8.2:  Using the Standard Material for Semi-transparent surfaces

You can use the Standard Material as a semi-transparent material, in some ways similar to Standard Glass (Ray Traced).

#### 8.2.1:  A Semi-Transparent Standard Material:

![Using StandardMaterial \_logo MaterialEditor.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13031164239644_1753905116471-2.jpg)

![Using StandardMaterial \_logo FullyRTGlass.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13031151974044_1753905117310-2.jpg)

![Using StandardMaterial\_2 \_logo MaterialEditor.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13031151974940_1753905118491-2.jpg)![Using StandardMaterial\_2 \_logo StdRTGlass.jpg](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/13031164243868_1753905119600-2.jpg)

#### 8.2.2:  When to make use of the Standard Material

Applies mostly to Lumion 2023.

See also:

- **Knowledge Base:**  [How do you make Glass work best with Ray Tracing?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/8042853172380.json?hsLang=en-us)

#### 8.2.3:  Mirrors

Mirrors are in the *Library* under *Glass.*

![](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12836596996380_1753905120696-2.png)

The material is however the *Standard Material*.

![](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12836604999068_1753905121386-2.png)

That's because, as you would expect, Glass itself is not capable of being a true mirror.  It's the metal backing on the glass that does the reflection (usually silver or aluminum).  As Lumion follows the PBR Materials system then mirrors are metal based.  However, because we often think of the glass of a mirror, they have been included along with other *Glass Materials*.

 

#### 8.2.4: How can you remove a shiny or glassy surface where one should not be?

You have imported a model and applied a non-shiny, non-reflective material to one of the surfaces.  

But it still shows a shiny reflective material where there should not be one. Changing to other materials with no *Reflectivity* does not change it.

See article:

- **Knowledge Base:** [How can you remove a shiny or glassy surface where one should not be?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/360051914414.json?hsLang=en-us)

![mceclip1.png](https://support.lumion.com/hubfs/Knowledge%20Base%20Import/12819819259932_1753905122376-2.png)

 

#### 8.2.5: Limitations:

There are some limitations as of Lumion 2024/2025 with what is rendered for both *Standard Glass* and *Fully Ray Traced Glass*.

*Objects* that are not in the bindless rendering system as yet will not be visible if they are behind a glass material. *Objects* like Animated Characters, Decals, F/X Effects.

- **Knowledge Base: ** [Transitions from prior versions to using Lumion 2025](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/19338843803292.json?hsLang=en-us)

- **Knowledge Base:**  [Transitions from prior versions to using Lumion 2024](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/13085371332764.json?hsLang=en-us)

 

 

## **Applies to:**

Lumion 2024 and newer.

 

## **See also:**

**Versions prior to Lumion 2024:**

- **Knowledge Base:**  [How do you make Glass work best with Ray Tracing (Lumion 2023)?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/8042853172380.json?hsLang=en-us)
- **Knowledge Base: ** [How do you get glass to cast shadows?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/360003455774.json?hsLang=en-us)
- **Knowledge Base: ** [How do you add a texture to the standard Glass material in versions up to 12.5?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/360003455734.json?hsLang=en-us)
- **Knowledge Base: ** [Why does the Depth of Field Effect not blur Glass and PureGlass Materials correctly?](https://support.lumion.com/knowledge-base/api/v2/help_center/en-us/articles/360008123314.json?hsLang=en-us)

 

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