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I`m trying to create a glass box with objects inside, basically a display case. On another thread here I found the setup for a realistic glass material, however the result seems very dark.enter image description here The relation between reflections and the objects showing through seems ok, but the wall behind is completely white and the glass seems quite grey. Imagining a glass box in real life it seems to me it should be almost transparent. I used a simple cube and added the glass material to it. Is the cube rendered as a solid glass body or are only the planes making up the surface rendered as glass. And how would my setup have to look like for either situation (1) solid (2) glass walls. If this dark grey glass is not due to some mistake I made in the setup, is there a way to make it ligher or more transparent in any way?

UPDATE: I found out that I have to use the solidify modifier to have walls instead of a solid chunk of glass. I now have 2mm thick walls, however the glass still seeems grey. the main change seems to be the reflection which has gotten stronger. enter image description here

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  • $\begingroup$ Please read this related (possible duplicate) post: blender.stackexchange.com/questions/2558/…. The node setup could be something like this $\endgroup$ – cegaton Sep 28 '16 at 23:18
  • $\begingroup$ You glass box looks like a solid block which wont yield a physically correct solution. Mix a Transparent shader into your glass shader to reduce the darkening $\endgroup$ – Duarte Farrajota Ramos Sep 29 '16 at 1:04
  • $\begingroup$ Try turning the IOR down to 1.000 to rule out refraction effects - and make sure that the Colour of the Glass and Transparent shaders are both pure white rather than grey. $\endgroup$ – Rich Sedman Sep 29 '16 at 7:49
  • $\begingroup$ This could be the old "glass with infinite thickness" problem. Your glass is only a plane, isn't it? Give the glass some thickness to end the glass. $\endgroup$ – Jaroslav Jerryno Novotny Sep 29 '16 at 10:06
  • $\begingroup$ Also... that's not a realistic glass shader. I have no idea why it's adding those two values, except maybe to make it faster. That shader is almost exactly the same as just using a plain glass shader (which isn't necessarily a bad idea). $\endgroup$ – Matt Sep 29 '16 at 13:12

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