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enter image description here

From top view glass looks like glass but from side view It looks like this:enter image description here

So, why its not transparent and how I can make it transparent ?

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    $\begingroup$ please post a screenshot of your material node setup or your .blend file $\endgroup$
    – Bithur
    Aug 9, 2015 at 16:50
  • $\begingroup$ its just a simple glass shader Color: white IOR: 1.45 and roughness 0 $\endgroup$
    – Photon
    Aug 9, 2015 at 16:54
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    $\begingroup$ Could you please post your .blend file? $\endgroup$ Aug 9, 2015 at 17:19
  • $\begingroup$ <img src="http://blend-exchange.giantcowfilms.com/embedImage.png?bid=407" /> $\endgroup$
    – Photon
    Aug 9, 2015 at 17:41
  • $\begingroup$ I think your actual problem here is that when you look at a plate from its side, it's mostly the reflection (due to fresnel), and your "sky" is grey. So it is realistic, you just have no environment to reflect. $\endgroup$
    – beiller
    Aug 10, 2015 at 13:51

2 Answers 2

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Your normals are facing the wrong way - press Ctrl-N in edit mode (with everything selected) to recalculate them.

How they were before (wrong):

wrong

After recalculating:

right

The reason the glass looks bad with inverted normals is because glass uses a fresnel function to calculate where the most reflections should be:

fresnel

glass

(both spheres use exactly the same material)

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In Cycles the glass shader works better if it has some thickness.

In this case a simple solidify modifier at top of the stack takes care of things:

enter image description here

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    $\begingroup$ Their mesh already appears to have thickness, so this would make it a hollow plate.. $\endgroup$
    – gandalf3
    Aug 9, 2015 at 19:39

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