# Making a wall made from glass bricks

I need to make a frosted glass brick wall (see the example) for archvis picture. What is the best approach for it? Using just a cube with a texture of framing grout and glass shader for bricks will not make those clearly visible internal dividers on brick edges. Modelling the whole brick and making a wall from it will be time consuming and may probably lead to heavy geometry.

In both cases, a simple glass shader will absorb too much light for such a thick object, so what it is the better way for it?

• I don't think you can avoid the geometry cost... – John Dvorak Jun 27 '19 at 9:04
• you can create your object and link-duplicate it, and add some water droplets to bring some variations, and about the shader maybe mix a Glass (with high Roughness and low IOS) with a Transparent shader, maybe try shaders like translucent, or Volume Scatter in the Volume input of the Material Output? Maybe also give it a bit of noise bump... – moonboots Jun 27 '19 at 10:01
• It reminds me of this beautiful building in Amsterdam : dezeen.com/2016/04/20/… – Eric Duminil Jun 28 '19 at 7:49

Geometry should not be an issue here, glass shaders are noisy by nature and will probably have a bigger impact in your scene. If you use this technique and take advantage of instancing feature the memory consumption benefits should help mitigate the number of objects.

Make a simple box mesh with the desired dimensions of your brick, make sure you apply the scale.

Add three material slots with the following order: Clear Glass, Mortar, Frosted Glass.

Create materials accordingly as desired and assign clear glass to both front and back faces, and mortar to the remaining four rim faces around them. Two simple glass shader with different roughness values should suffice for both glass materials.

Now add two modifiers. One Solidify with the desired thickness; adjust the material offset to $$2$$, so the inner layer becomes all frosted glass.