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I'm following this video: https://www.youtube.com/watch?v=d-zpR1E84nQ

I have a black cube inside the crystal, but its quite hard to actually see it, I've tried to give it more of a glassy effect but cant quite get it to look the way I want.

Also my crystal feel blurry and not as sharp as I would like it

Could anyone offer any advice?

Crystal shading: enter image description here

Render output: enter image description here

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  • $\begingroup$ I would start by lowering the roughness on the Principled BSDF. Also, the "correct" IOR for glass is 1.450 - you have it set to 2 - perhaps bring it closer to 1. Lastly, the mix with the Emission Shader is causing you to lose some of the Glass effect - you should try using a layer weight node (fresnel or facing, whatever looks best) as a mix factor. $\endgroup$ Oct 23, 2021 at 15:03
  • $\begingroup$ Could you show me an example of how that works? $\endgroup$ Oct 23, 2021 at 19:50
  • $\begingroup$ You mean the Fresnel? Pause the video at exactly 2:20 $\endgroup$ Oct 23, 2021 at 19:56
  • $\begingroup$ This is a crystal, not glass. Many crystals have IORs much higher than glass, around 2. As far as I can tell, OP has correctly copied the reference for the layer weight mix portion $\endgroup$
    – sybog64
    Oct 23, 2021 at 23:22

2 Answers 2

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The Strength value of the Bump node is too high. You probably forgot the change it.

In the video, a value of 0.150 is used.

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If you want the crystal to be more of a realistic clear crystal as opposed to a stylized mat one, you should instead use a "Glass" shader. This handles PBR crystals much better than Principled.

For best result, look up the IOR of the crystal you want to mimic, but a good starting point is around 2.

This is a quick example comparing my suggestion on the left and a copy of the current setup on the right:

example

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