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Hi there i’ve been playing around in eevee with frosted glass and diffusers for lights. I seem to be running into an issue whereby the emissive material is being occluded by the glass shader at a certain point.

I’m not sure if this is a limitation of rasterization over ray tracing but it just seems to cutoff when the camera gets to a particular point (see cycles render fot the result I am after).

i’ve tried adjusting the refraction settings and adding in reflection cubemap but doesn’t seem to help, has anyone run into similar issues?

enter image description here

any help would be greatly appreciated, thank you

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2 Answers 2

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I've found glass shaders to be not so useful in EEVEE, so I save them for Cycles if I need them. Instead, try using a node arrangement such as this. I tinted the glass green to show that it's actually tinted, and I put a light bulb (on the front side) to show it's actually glass (reflective AND transparent). Pay attention to the blend modes on the right.

Glass

Hope this helps.

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  • $\begingroup$ For the record, now that I look at your photos a bit closer, it looks like the cutoff may be caused by the IOR of the glass shader, combined with the angle of the "top" of your glasses, but I can't be sure. Either way, this should rectify it. $\endgroup$ Commented Jul 7, 2020 at 1:07
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With EEVEE set as render engine under the Material Properties tab create new material and select Alpha Blend for Blend Mode and set value of alpha less than 1, this would be your glass material. If you want it look more like glass use some noise texture for roughness.

Alpha transparency

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