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I'm trying to create a blur effect when a clear light passes through a transparent material. Here's a quick summary of the picture:

enter image description here

And when an object is close to a transparent material, it should be more visible than it is away from a transparent material.

Here's a quick summary of the picture:

enter image description here

I've seen this tutorial for implement this, but I'm not trying to implement glass, because I'm trying to implement a protective film, so it doesn't fit my procedures.

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    $\begingroup$ that looks like a description of glass to me... $\endgroup$
    – Luciano
    Sep 13 '19 at 14:24
  • $\begingroup$ @Luciano Can only glass material achieve this effect? What's different from glass, it doesn't have reflections. $\endgroup$
    – bakuiseok
    Sep 13 '19 at 14:25
  • $\begingroup$ Glass BSDF has reflection and refraction of course. That tutorial is good for your protective film. You need to try it first. $\endgroup$
    – HikariTW
    Sep 13 '19 at 14:58
  • $\begingroup$ @Hikariztw But, I didn't see the "Screen Space Reflections" Panel. And, blender version of the tutorial is same my blender version. But, I think is little different. $\endgroup$
    – bakuiseok
    Sep 13 '19 at 23:23
  • $\begingroup$ No offense, but type Screen Space Reflections Blender in Google. And the first Blender Manual tell you the panel is in Render Panel. For the version different, tutorial use an early version of beta. But it should be almost the same $\endgroup$
    – HikariTW
    Sep 14 '19 at 0:31
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Increase the roughness on a glass shader.

No roughness:

enter image description here

Some roughness:

enter image description here

Even more roughness:

enter image description here

Blur will work just fine with distance, the closer the object is to the window, it will be sharper.

enter image description here

enter image description here

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A very simple solution is to create a render pass for the glass and use it as a mask to add blur in the compositor. Of course, to implement the depth effect, you would also then need to render out a depth mask to use as the blur amount, and then your passes are adding up. That's a lot of rendering and compositing just to avoid a glass material, but this method can sometimes end up rendering faster because it avoids some of the typical issues associated with rendering glass.

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