I am making an old fashioned incandescent light bulb in cycles, with the coil inside having an emissive material. However, I am trying to find a good way to make the glass material. If I use an actual glass material with low roughness, it is too dim. If I use a glass material with high roughness, I can't see the filament, which I want to see. The best way to pass the light through that I found was a completely transparent material, but then you obviously cant see the glass. Is there any way to make a material that passes light through like a transparent bsdf but still shows up?
-
$\begingroup$ Related? blender.stackexchange.com/a/204810/110840 $\endgroup$– Allen SimpsonMay 9, 2021 at 19:38
-
$\begingroup$ @AllenSimpson Tried that, didn't help $\endgroup$– NullAndVoid21May 10, 2021 at 13:22
1 Answer
I would think you could use a principled shader with the transmission level set to 1. Here's a demo scene:
There's a cylinder inside the first sphere and it acts as the filament:
The plane and the back sphere have simple principled shaders. The only changed setting on either is the color.
The front sphere has a principled shader with roughness well down and transmission set to 1:
Note: if you look at this scene in Lookdev/Viewport shading you won't see the filament because EEVEE is used in lookdev:
My world emits no light and there are no other lights in the scene but the filament:
and the filament is just an emitter:
The blackbody simply sets the color to daylight.
Here's the render view with that setup:
or you can set the color to reddish by changing the temperature to 1500:
or lower the intensity of the bulb:
note that the yellow outline of the cylinder is because it's selected. Here's an actual render:
-
$\begingroup$ Using that with a slightly higher roughness works, but now I have weird square artifacts in my render. I'm adding a picture to the original post. Any ideas? I am running at 128 samples and double light bounces. $\endgroup$ May 9, 2021 at 17:30