
Tips: if you do not want to use Chromatic Aberration or Light
Brightness always make sure they are really set to 0.0
INPUT CLIPS
GLASS
White Height (Min: 0.0 Max: 10.000 Default: 0.200)
Index (Min: 1.000 Max: 10.0 Default: 1.4)
Smooth (Min: 0.0 Max: 30.0 Default: 0.0)
Chromatic Abberation (Min: 0.0 Max: 100.000 Default: 50.0)
Adds color distortion if values are greater than 0.0
LIGHT
Z position (Min: -100.0 Max: 200.0 Default: 50.0)
Glossiness (Min: 1.0 Max: 1000.0 Default: 45.0)
Contrast (Min: 0.0 Max: 100.0 Default: 100.0)
Brightness (Min: 0.0 Max: 200.0 Default: 0.0)
Red/Green/Blue (Default: white)
Invertglass (Default: Off)
Fill Mode (Default: Edge Duplication)
Glass: the sheet of textured glass to look through.
Behind: the image to be viewed through the glass.
Black Height (Min: 0.000 Max: 10.0 Default: 0.1)
Glass thickness corresponding to black in the Glass image. The units are multiples
of the image width. i.e. for this purpose, the image is considered to be 1 unit wide.
Glass thickness corresponding to white in the Glass image.
Refractive index of the glass. The higher this number, the more the light
will be bent.
Specifies the smoothing factor to apply to the glass height image. Since this image can
only have 256 distinct levels, 'steps' can become visible in the output image. This is
because finding 'normals' to the glass surface is very sensitive and picks up very small
changes in brightness. This control sets the spacing between points on the image (in
pixels) used to calculate the surface normal. If you want a smooth result (e.g. you have
modelled a lens with a suitable grade image) you should increase this until you see no
stepping effects.

Note: if you are not using chromatic aberration effects make sure the value is set to 0.0
to it turn off and speed up the processing.
XY position (Default: image center)
Sets the XY co-ordinates of the light source.
Sets the Z co-ordinate (height above the image plane) of the light source.
Sets how sharp the specular lighting highlights on the glass surface will be. The higher
the number, the tighter they will be.
Controls the relative contrast of the lighting highlights and the image seen through the
glass.
How bright the light is. Values over 100.0 will start to burn out.
Note: if you are not using lighting effects, make sure the value is set to 0.0 to turn off
the light and speed up the processing a little.
The light color.
Off=0: the glass height map image is used as is.
On=1: the roles of black and white in the glass height map image
are reversed.
Controls how areas of the output image are filled if the required
location is outside the input image area.
Edge Duplication=0: repeats the contents of the nearest edge of the input
image.
Black=1: fills input image regions with black. This is often useful, and looks most
like real glass (where you get total internal reflection).
Wrap=2: treats the input image as an infinite repeat tiling, so regions that would be
just off the left hand edge get mapped to just in the right hand edge for example.