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I created a simple model with a semi transparent (glassmorphism) look.

I exported it as GLTF toand used it in the web using three.js.

Problem

  1. Since Glass BSDF is not supported I use Principled BSDF but missing to recreate the effect (less reflective, less blurry, see attached screenshots)
  2. The exported model looks way different in the web than in blender (see attached screenshots)

Questions

  1. How can I tweak Principled BSDF Properties so it mimics Glass BSDF?
  2. What do I need to adjust to get a similar result with threejs compared to the render in blender?

Attachments

  • on the right "Glass BSDF" was used, on the left "Principled BSDF"
  • First image shows the threejs render
  • Second image shows the blender render
  • Different lighting was applied but given that the differences are still too much.

Actual: Threejs render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" threejs render

Expected: Blender render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" blender render

Shader Principled BSDF

enter image description here

Shader Glass BSDF

enter image description here

Export Settings

enter image description here

Sources

https://discourse.threejs.org/t/gtlf-glb-not-support-glass/16591

I created a simple model with a semi transparent (glassmorphism) look.

I exported it as GLTF to used it in the web using three.js.

Problem

  1. Since Glass BSDF is not supported I use Principled BSDF but missing to recreate the effect (less reflective, less blurry, see attached screenshots)
  2. The exported model looks way different in the web than in blender (see attached screenshots)

Questions

  1. How can I tweak Principled BSDF Properties so it mimics Glass BSDF?
  2. What do I need to adjust to get a similar result with threejs compared to the render in blender?

Attachments

  • on the right "Glass BSDF" was used, on the left "Principled BSDF"
  • First image shows the threejs render
  • Second image shows the blender render
  • Different lighting was applied but given that the differences are still too much.

Actual: Threejs render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" threejs render

Expected: Blender render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" blender render

Shader Principled BSDF

enter image description here

Shader Glass BSDF

enter image description here

Export Settings

enter image description here

Sources

https://discourse.threejs.org/t/gtlf-glb-not-support-glass/16591

I created a simple model with a semi transparent (glassmorphism) look.

I exported it as GLTF and used it in the web using three.js.

Problem

  1. Since Glass BSDF is not supported I use Principled BSDF but missing to recreate the effect (less reflective, less blurry, see attached screenshots)
  2. The exported model looks way different in the web than in blender (see attached screenshots)

Questions

  1. How can I tweak Principled BSDF Properties so it mimics Glass BSDF?
  2. What do I need to adjust to get a similar result with threejs compared to the render in blender?

Attachments

  • on the right "Glass BSDF" was used, on the left "Principled BSDF"
  • First image shows the threejs render
  • Second image shows the blender render
  • Different lighting was applied but given that the differences are still too much.

Actual: Threejs render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" threejs render

Expected: Blender render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" blender render

Shader Principled BSDF

enter image description here

Shader Glass BSDF

enter image description here

Export Settings

enter image description here

Sources

https://discourse.threejs.org/t/gtlf-glb-not-support-glass/16591

added 108 characters in body
Source Link

I created a simple model with a semi transparent (glassmorphism) look.

I exported it as GLTF to used it in the web using three.js.

Problem

  1. Since Glass BSDF is not supported I use Principled BSDF but missing to recreate the effect (less reflective, less blurry, see attached screenshots)
  2. The exported model looks way different in the web than in blender (see attached screenshots)

Questions

  1. How can I tweak Principled BSDF Properties so it mimics Glass BSDF?
  2. What do I need to adjust to get a similar result with threejs compared to the render in blender?

Attachments

  • on the right "Glass BSDF" was used, on the left "Principled BSDF"
  • First image shows the threejs render
  • Second image shows the blender render
  • Different lighting was applied but given that the differences are still too much.

Actual: Threejs render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" threejs render

Expected: Blender render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" blender render

Shader Principled BSDF

enter image description here

Shader Glass BSDF

enter image description here

Export Settings

enter image description here

Sources

https://discourse.threejs.org/t/gtlf-glb-not-support-glass/16591

I created a simple model with a semi transparent (glassmorphism) look.

I exported it as GLTF to used it in the web using three.js.

Problem

  1. Since Glass BSDF is not supported I use Principled BSDF but missing to recreate the effect (less reflective, less blurry, see attached screenshots)
  2. The exported model looks way different in the web than in blender (see attached screenshots)

Questions

  1. How can I tweak Principled BSDF Properties so it mimics Glass BSDF?
  2. What do I need to adjust to get a similar result with threejs compared to the render in blender?

Attachments

  • on the right "Glass BSDF" was used, on the left "Principled BSDF"
  • First image shows the threejs render
  • Second image shows the blender render
  • Different lighting was applied but given that the differences are still too much.

Actual: Threejs render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" threejs render

Expected: Blender render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" blender render

Shader Principled BSDF

enter image description here

Shader Glass BSDF

enter image description here

Sources

https://discourse.threejs.org/t/gtlf-glb-not-support-glass/16591

I created a simple model with a semi transparent (glassmorphism) look.

I exported it as GLTF to used it in the web using three.js.

Problem

  1. Since Glass BSDF is not supported I use Principled BSDF but missing to recreate the effect (less reflective, less blurry, see attached screenshots)
  2. The exported model looks way different in the web than in blender (see attached screenshots)

Questions

  1. How can I tweak Principled BSDF Properties so it mimics Glass BSDF?
  2. What do I need to adjust to get a similar result with threejs compared to the render in blender?

Attachments

  • on the right "Glass BSDF" was used, on the left "Principled BSDF"
  • First image shows the threejs render
  • Second image shows the blender render
  • Different lighting was applied but given that the differences are still too much.

Actual: Threejs render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" threejs render

Expected: Blender render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" blender render

Shader Principled BSDF

enter image description here

Shader Glass BSDF

enter image description here

Export Settings

enter image description here

Sources

https://discourse.threejs.org/t/gtlf-glb-not-support-glass/16591

added 225 characters in body
Source Link

I created a simple model with a semi transparent (glassmorphism) look.

I exported it as GLTF to used it in the web using three.js.

Problem

  1. Since Glass BSDF is not supported I use Principled BSDF but missing to recreate the effect (less reflective, less blurry, see attached screenshots)
  2. The exported model looks way different in the web than in blender (see attached screenshots)

Questions

  1. How can I tweak Principled BSDF Properties so it mimics Glass BSDF?
  2. What do I need to adjust to get a similar result with threejs compared to the render in blender?

Attachments

  • on the right "Glass BSDF" was used, on the left "Principled BSDF"
  • First image shows the threejs render
  • Second image shows the blender render
  • Different lighting was applied but given that the differences are still too much.

Actual: Threejs render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" threejs render

Expected: Blender render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" blender render

Shader Principled BSDF

enter image description here

Shader Glass BSDF

enter image description here

Sources

https://discourse.threejs.org/t/gtlf-glb-not-support-glass/16591

I created a simple model with a semi transparent (glassmorphism) look.

I exported it as GLTF to used it in the web using three.js.

Problem

  1. Since Glass BSDF is not supported I use Principled BSDF but missing to recreate the effect (less reflective, less blurry, see attached screenshots)
  2. The exported model looks way different in the web than in blender (see attached screenshots)

Questions

  1. How can I tweak Principled BSDF Properties so it mimics Glass BSDF?
  2. What do I need to adjust to get a similar result with threejs compared to the render in blender?

Attachments

  • on the right "Glass BSDF" was used, on the left "Principled BSDF"
  • First image shows the threejs render
  • Second image shows the blender render
  • Different lighting was applied but given that the differences are still too much.

Actual: Threejs render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" threejs render

Expected: Blender render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" blender render

Sources

https://discourse.threejs.org/t/gtlf-glb-not-support-glass/16591

I created a simple model with a semi transparent (glassmorphism) look.

I exported it as GLTF to used it in the web using three.js.

Problem

  1. Since Glass BSDF is not supported I use Principled BSDF but missing to recreate the effect (less reflective, less blurry, see attached screenshots)
  2. The exported model looks way different in the web than in blender (see attached screenshots)

Questions

  1. How can I tweak Principled BSDF Properties so it mimics Glass BSDF?
  2. What do I need to adjust to get a similar result with threejs compared to the render in blender?

Attachments

  • on the right "Glass BSDF" was used, on the left "Principled BSDF"
  • First image shows the threejs render
  • Second image shows the blender render
  • Different lighting was applied but given that the differences are still too much.

Actual: Threejs render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" threejs render

Expected: Blender render

"2" on the left using "Principled BSDF", on the right "Glass BSDF" blender render

Shader Principled BSDF

enter image description here

Shader Glass BSDF

enter image description here

Sources

https://discourse.threejs.org/t/gtlf-glb-not-support-glass/16591

Source Link
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