I was wondering if any of you had any ideas on how I might setup a shader to look something like this (in Cycles):
It's a little bit frosted, but the main thing that I'm trying to acheive is the "bumpy" appearence. Thanks!
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Sign up to join this communityI was wondering if any of you had any ideas on how I might setup a shader to look something like this (in Cycles):
It's a little bit frosted, but the main thing that I'm trying to acheive is the "bumpy" appearence. Thanks!
You can also use a bump node, which offers more control and tends to have fewer artifacts than the displacement output (see What is the difference between the displace socket and a bump map?):
The fake glass node group lets light pass through the glass more easily, see this answer.
Just set up the nodes as pictured below.
Add a Noise Texture node (Shift+A-->Texture-->Noise Texture) and play with its settings. Connect it to the Displacement socket of the Material Output node. Place a Math Node (Shift+A-->Converter-->Math) between them and set its type to Multiply to control the amount of the bumpiness.
You may also increase the Roughness value of the Glass Node. I think you may not need to add a bumpiness then. Of course you can try to increase the Roughness value and add the bumpiness at the same time.