5
$\begingroup$

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.

$\endgroup$
8
  • 1
    $\begingroup$ that looks like a description of glass to me... $\endgroup$
    – Luciano
    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
    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
    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
    Sep 13, 2019 at 23:23
  • 1
    $\begingroup$ 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
    Sep 14, 2019 at 2:03

2 Answers 2

2
$\begingroup$

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.

$\endgroup$
2
$\begingroup$

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

$\endgroup$

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .