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I'm making a glass flask and I've stolen multiple different node setups from different tutorials online, yet all my glassware either remains partially opaque, or it looks like the transparent glass surface is a solid block of glass.

The node setup for the shader I use comes from this question: Eevee glass rendering grey

I looked at different SE posts with similar problems, but my solutions continues to elude me.

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Enable the Refraction option in the Render panel > Screen Space Reflections:

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Here is a basic node setup to get a glass texture, just plug a Shader > Glass node into the Material Output. For glass material the IOR must be around 1.5, and set the Roughness to a low value if you want reflectivity:

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Keep the Blend Mode set to Alpha Blend:

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  • $\begingroup$ that looks better, thanks. but now it looks like frosted and not a whole lot like actual glass. I think I fixed it? The Fresnel node was set to an IOR of 0.8, which is way lower than what actual glass is (and is in face lower than the IOR of air). I put it at 1.05 and it looks way better now. $\endgroup$
    – J.Doe
    Aug 13 at 14:26
  • $\begingroup$ it's due to your node setup, why don't you begin with a simple Glass shader? $\endgroup$
    – moonboots
    Aug 13 at 14:30
  • $\begingroup$ I am very new to this so I can only rely on node setups I find somewhere. I don't know what all these different nodes actually do. $\endgroup$
    – J.Doe
    Aug 13 at 14:30
  • $\begingroup$ I've edited my answer, you can just plug a Glass node into the Output, keep the other parameters of your material $\endgroup$
    – moonboots
    Aug 13 at 14:41

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