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I'm trying to make a 'glass' material for a 3D Eye that i'm creating, the second one (on the image) works fine since it have the colors and everything that i want, but now i'm trying to create a transparent material like a glass to put it over the second one...i'm trying and the nearest solution for this is like the one in the image..but obviously transparent..i also tried Glass BSDF but i cannot make to get it transparent.

Please help me if you can.

enter image description here

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    $\begingroup$ Make the color have less saturation and a higher value. Answering . . . $\endgroup$
    – J Sargent
    Feb 6, 2015 at 19:38
  • $\begingroup$ And adding to what @NoviceInDisguise said: since the fluid around the eyeball is mostly salt water, you should try an IOR of between 1.33 and 1.35. 1.33 is pure water, and the more salt it contains, the higher the IOR. $\endgroup$
    – user7952
    Feb 6, 2015 at 19:44
  • $\begingroup$ Hmm..i think that should work..but i do not know how to do that on Blender yet..it is too difficult? :/ $\endgroup$
    – beavoru
    Feb 6, 2015 at 19:46
  • $\begingroup$ What about using a Glass BSFD node and a Transparent node, mixed together according to a light path node, using the "is shadow ray" output? $\endgroup$
    – Polosson
    Feb 6, 2015 at 20:12

1 Answer 1

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What you need to change is the Saturation and the Value of the Glass BSDF node. With an RGB Input you just do this:

RGB HSV

With an image texture, you will need to do something more like this:

Nodes

This will make the saturation less, the value less, and the contrast less, allowing the glass to be much more transparent.

Here are some examples:

High Saturation, low Value:

High sat, low val

Low Saturation, high Value:

Low sat, high val

As you can see, the cubes in the background are now visible, and the environment texture behind the sphere is now much more visible.

Other things to check:

  • The Roughness value
  • Any mix nodes, even unused (press M to mute them)
  • The right material is assigned to the object
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  • $\begingroup$ Hmm, the problem right now is that the sphere is still reflecting the HDRI, if i turn it off, the material turns it off too...the sphere that needs to have the glass material only has the Glass BSDF and Material Output nodes...is there any way to make this transparent without intefering with the other object and its lighting? $\endgroup$
    – beavoru
    Feb 6, 2015 at 19:54
  • $\begingroup$ Follow the RGB Input diagram, decrease the Saturation and increase the Value. (click on the color on the Glass BSDF node to get the color chart) $\endgroup$
    – J Sargent
    Feb 6, 2015 at 20:00
  • $\begingroup$ @beavoru Also you may want to change the roughness $\endgroup$
    – J Sargent
    Feb 6, 2015 at 20:02
  • $\begingroup$ if i turn it off, the material turns it off too... Could you please explain @beavoru ? Come on over to chat if the problem persists. $\endgroup$
    – J Sargent
    Feb 6, 2015 at 20:05
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    $\begingroup$ Glad it is finally working :) $\endgroup$
    – J Sargent
    Feb 6, 2015 at 20:37

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