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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
    Commented Sep 13, 2019 at 14:24
  • $\begingroup$ @Luciano Can only glass material achieve this effect? What's different from glass, it doesn't have reflections. $\endgroup$
    – bakuiseok
    Commented Sep 13, 2019 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
    Commented Sep 13, 2019 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
    Commented Sep 13, 2019 at 23:23
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    $\begingroup$ Cycles doesn't need that. EEVEE use Screen Space Reflections to imitating Cycles reflection light path. You shouldn't worry that much in Cycles. But Cycles doesn't have a Studio Preview. So you will need to setup your own light to see how reflection works in Cycles. $\endgroup$
    – HikariTW
    Commented Sep 14, 2019 at 2:03

2 Answers 2

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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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Increase the roughness on a glass shader.

No roughness:

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Some roughness:

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Even more roughness:

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

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