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Scottacus64freezy
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Freezy, you'll have to edit the translight section because I don't know where the material will come from and don't know how to set up smoothness.
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VisualPinball.Unity/Documentation~/creators-guide/tutorials/realistic-backglass/1-prepare-artwork.md

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# Finding Artwork
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Perhaps the most challenging aspect to making a working backglass is finding good artwork. The best possible art is a direct scan of the backglass but that is not always possible. There are backglass images that can be found online but it takes a fair amount of time to clean these up and remove any artifact from them.
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Perhaps the most challenging aspect to making a working backglass is finding good artwork. The best possible art is a direct scan of the backglass but that is not always possible. There are backglass images that can be found online but it takes a fair amount of time to clean these up and remove any artifact from them. Another possibility is to get artwork online and use that as a basis for a total redraw.
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# Editing the Color Layer
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# Editing the Colored Layer
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Once you have your artwork secured save the color layer as a png file with the areas for the score reels and credit reel set as transparent. Be sure to size the backglass image to the size of the original backlgass.
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Once you have your artwork secured save this as a png file with the name of your choice. Make sure that the areas for the score reels and credit reel set as transparent. Be sure to size the backglass image to the size of the original backlgass, in the case of Grand Tour this is 21" x 22".
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![Color Edit](FullColorBG.jpg)
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# Editing the Thickness Mask layer
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To block the passage of light through the backglass we need to make a thickness map layer. This layer consists of pure white (255,255,255) for the areas that are opaque and pure black (0,0,0) for the areas that are transparent. If you have a scan of the backglass this is easy to set up. If you don't have a scan then you'll have to find a font that matches the original and layout all of the mask artwork. Once you are done, save this as a png as well
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To block the passage of light through the backglass we need to make a thickness map layer. This layer consists of pure white (255,255,255) for the areas that are opaque and pure black (0,0,0) for the areas that are transparent. If you have a scan of the backglass this is easy to set up. If you don't have a scan then you'll have to find a font that matches the original and layout all of the mask artwork. One way to find fonts is to use an online "what's my font" service. Another option is to hand draw the lettering since all of this artwork was hand drawn to begin with. Once you are done, save this as a png as well
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![Thickness Mask Edit](ThicknessMap.jpg)
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You're now ready to [create the meshes](xref:tutorial_backglass_2).
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You're now ready to [create a backglass mesh](xref:tutorial_backglass_2).

VisualPinball.Unity/Documentation~/creators-guide/tutorials/realistic-backglass/2-create-mesh.md

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description: How to create a Backglass mesh in Blender
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# Create Mesh
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# Create a Backglass Mesh
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We're now going to import edit a cube and unwrap it to fit the backglass artwork.
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We're now going to edit the _default cube_ and unwrap it to fit the backglass artwork. _Note: this might be the only tutorial on the internet that actually uses the default cube ;)_
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## Step 1: Edit the Cube
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Open Blender, choose *File -> New -> General* and select the cube that is native to this scene while in Object Mode. Under the Scene setting in the lower right change the units to *Imperial* and set the length to *Inches*. At the upper right of the window pull out the menu there and type in the exact dimensions of your backglass.
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Open Blender, choose *File -> New -> General* and select the _default cube_ that is native to this scene while in Object Mode. Under the Scene setting in the lower right change the units to *Imperial* and set the length to *Inches*. At the upper right of the window pull out the menu there and type in the exact dimensions of your backglass.
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![Editing the Cube](BlenderObject.jpg)
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## Step 3: Import the artwork
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To start the process of unwrapping the object that we just made we first must bring in the artwork that we created in "Prepare Artwork". To do that select "UV Editing" and in the left screen choose Image/Open and navigate to the Color Artwork that you made in Step 1.
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To start the process of unwrapping the object that we just made we first must bring in the artwork that we created in the previous step. To do that select "UV Editing" and in the left screen choose *Image -> Open* and navigate to the Color Artwork that you made in Step 1.
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![Bring in the Artwork](BlenderBringInImage.jpg)
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## Step 4: Unwrap the Front surface
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To be able to use the object that you've just created, we'll create a UV map for it. For this to work, we only need to unwrap the front face of the backglass and make sure that it fits the artwork.
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Change to the *UV Editing* workspace. Put your mouse cursor over the right window and press `numpad 7` to switch to an orthographic top-down view of the backglass. Hit `3` for face selection and click on the front face. In the right window, choose *UV -> Project From View (Bounds)*.
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Change to the *UV Editing* workspace. Put your mouse cursor over the right window and press `numpad 7` to switch to an orthographic top-down view of the backglass and `numpad 5` to get a view from the top. Hit `3` for face selection and click on the front face. In the right window, choose *UV -> Project From View (Bounds)*.
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You should see an unwrapped face appear in the left window that lines up with the artwork that you made. If the edges don't line up, hit `2` for edge selection in the left screen, click on the edge that needs to be moved and hit `G` while hovering over that edge. This will select the edge and allow you to move it to the correct location. Note that you do not need to "click" to move the edge.
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VisualPinball.Unity/Documentation~/creators-guide/tutorials/realistic-backglass/3-import-into-unity.md

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## Step 2: Add a Mesh Filter
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In the Hierarchy window add a new element by right clicking and choosing "create empty". In this case we named it "Backglass". Right click in the "Inspector" window and search for "Mesh Filter" and add this to the inspector window. With the Mesh Filter highlighted search for the Blender backglass mesh that you made. Grab the "cube" mesh from this and drag-drop it into the "mesh" slot in the mesh filter. If the cube cannot be moved, select the top level (in this case TropicFun BG), right click and select "unpack".
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In the inspector window, click on Add Component and find Mesh Filter. Locate your exported FBX in the Project window, expand it, and drag the Cube mesh into the mesh filter's Mesh slot.
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![Add Mesh Filter](ChooseCubeFromtfAsMesh.jpg)
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## Step 2: Add a Mesh Renderer
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Next right click in the "Inspector" window, search for "Mesh Renderer" and add this to the inspector window.
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In the inspector window, click on Add Component and find Mesh Renderer and add this to the inspector window.
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![Add Mesh Renderer](AddMeshFilterAndMeshRenderer.jpg)
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Under the Surface Inputs of the Translite material drag and drop the color backglass png into the "Base Map" slot and the black & white thickness map png into the "Thickness Map" slot.
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![Set Up the Masks](SetUpMasks.jpg)
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## Step 6: Hooray You are Done!
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Congratulations! You have now made a backglass that will transmit light through the color overlay and block light in any of the masked area. You can test it out by putting a light source behind the backglass and move it around.
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![Finished Backglass](SetUpMasks.jpg)
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![Finished Backglass](BGDone.jpg)
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If you came across an error or have a better way of achieving this, don't hesitate to click on the *Improve this Doc* button on the top right side ([documentation](https://github.com/freezy/VisualPinball.Engine/wiki/Documentation)).

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