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I have a little problem here:

As you can see I am using a Glass BDF in cycles. At the left you can see my cycles render output and at the left you can see my The viewport shading output. I would want it so i can see trough the glass into the box, but that wont work (even if IOR = 0). Could someone please help me?

greetings, Sjondepon

enter image description here

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  • $\begingroup$ The render output is the sphere icon on the right side, not the middle. $\endgroup$
    – FFeller
    Commented May 24, 2021 at 15:47
  • $\begingroup$ I am aware of that, but that's not my question $\endgroup$
    – Sjondepon
    Commented May 24, 2021 at 15:51
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    $\begingroup$ It's not a raytraced render as the cycles. Of course you won't see the same. $\endgroup$
    – FFeller
    Commented May 24, 2021 at 15:57

1 Answer 1

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In cycles, for a glass material you need to set the roughness to 0 and the IOR to 1.450 on a glass BSDF. For the viewport shading, it is not possible to make the glass transparent unless you switch to eevee rendering engine and adjust the materials (You'll have to learn about screen space reflections).

Edit: For more transparency:

With only glass shader:enter image description here

With transparent and glass shader:enter image description here

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  • $\begingroup$ So i will never be able to use glass in cycles? $\endgroup$
    – Sjondepon
    Commented May 24, 2021 at 15:58
  • $\begingroup$ @Sjondepon I am saying that glass works properly in cycles with an IOR of 1.450 but it doesn't work in eevee (or viewport shading) until unless you use some tricks. Glass works in cycles, I repeat. $\endgroup$ Commented May 24, 2021 at 16:00
  • $\begingroup$ oh i see, thank you! but is there a way to see more details in my object behind the glass? $\endgroup$
    – Sjondepon
    Commented May 24, 2021 at 16:05
  • $\begingroup$ @Sjondepon Yes there is. If setting the IOR to 1.450 and the roughness to 0 doesn't help, you can drop a mix shader between the glass shader and the material output and then cnnect a transparent shader to the bottom socket of the mix shader. This will make your material a bit more transparent. I will add an image in my question of the material setup. $\endgroup$ Commented May 24, 2021 at 16:10
  • $\begingroup$ @Sjondepon You can check the question now, I've attached examples. $\endgroup$ Commented May 24, 2021 at 16:16

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