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I'm using cycles to get a realistic glass material. I have Transparent and Transparent Glass checked in Film. I have a simple principled BSDF with full transmission. The resulting .png has a transparent background, but the transparent parts of the glass are just gray:

enter image description here

Is there any way to make the gray parts of the glassy object transparent?

Edit: Cranking up the transparent glass roughness threshold to 1 helps a bit, but does not completely eliminate the gray bits:

enter image description here

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It works as it is supposed to, to make it more transparent you can lower down the Roughness, to avoid any grey reflection you can make the world white (or any other color) instead of grey (or you can turn off its Ray Visibility), and also choose a 100% white as Base Color:

enter image description here

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With only the default Principled BSDF's transmission set to 1, I need to crank up the Transparent Glass' Roughness Threshold a bit:

threshold

I start seeing significant results at 0.5.

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  • $\begingroup$ It did help a bit, but there are still gray regions (see my edits). $\endgroup$ Oct 26, 2022 at 20:45
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    $\begingroup$ That's because you are in a gray environment. Reflections don't reflect only the white lamp, they reflect everything. $\endgroup$
    – L0Lock
    Oct 26, 2022 at 21:31

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