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I have a serious problem. I am confused about making real glass material. If you are able to help me, then I will be very grateful. Thank you! ♥

Material that I want to make:

https://ibb.co/N2Smbcw

My Shader Editor:

https://ibb.co/Kzh7V2W

Rendered image:

https://ibb.co/TwYhQ1S

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    $\begingroup$ Welcome to StackExchange! Please edit your question and upload your images to imgur by clicking on the image icon. Thank you! $\endgroup$ – Robert Gützkow Dec 6 '19 at 14:09
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Use the Principled BSDF shader.

1) Use only Principled BSDF node.
2) Set Transmission to 1 (to get physically accurate glass), but don't touch anything else.
3) Set Roughness as desired
4) Boom. You're done.

Physically accurate glass using only Principled BSDF. enter image description here

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    $\begingroup$ ... or you could use the Glass BSDF. $\endgroup$ – Robert Gützkow Dec 6 '19 at 15:08
  • $\begingroup$ Thanks for the advice :). I always thought Glass BSDF is the older, less accurate way to do it, however I may be mistaken. What are some situations where Glass BSDF is more appropriate? $\endgroup$ – Jachym Michal Dec 6 '19 at 15:14
  • $\begingroup$ For instance when you don't need any of the other parameters because you only need a simple glass shader without any blending with a diffuse or metallic material. The Glass BSDF only allows to control the IOR, Roughness and Normal. $\endgroup$ – Robert Gützkow Dec 6 '19 at 15:18
  • $\begingroup$ I see. As I understand it Principled BSDF also takes care of a correct Fresnel value, and adds a Transmission rougness value, which together results in a more physically accurate material. But in some cases Glass BSDF is probably enough :). $\endgroup$ – Jachym Michal Dec 6 '19 at 15:30
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    $\begingroup$ I would have to look up how the Glass BSDF is implemented, but Transmission roughness from the Principled BSDF should be similar (if not equal) to the effect of the Roughness parameter. Fresnel is simply the effect of the reflection being stronger than refraction at grazing angles. The Glass BSDF has the Fresnel effect as well (otherwise it would not look like glass at all). $\endgroup$ – Robert Gützkow Dec 6 '19 at 15:35
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Here’s my solution playing with the Glass and Glossy shader.

enter image description here

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