I have been trying to create a transparent lens using the eevee rendering engine in 2.8 but the transparency slider has no effect. Has this feature not been implemented yet? I've looked all over the Web for an answer with no luck. I'm a noobee so am probably doing something wrong.
Use these settings:
- Render → Screen Space Reflections - On
- Render → Screen Space Reflections → Refraction - On
- Material → Surface → Principled BSDF → Transmission - $1.000$
- Material → Surface → Principled BSDF → Roughness - Adjust to your needs
- Material → Settings → Blend Mode - Opaque
- Material → Settings → Screen Space Refraction - ON
- Material → Settings → Refraction Depth - Adjust to your needs, I generally suggest $0.8$ but depends on the thickness of the object.
(It's quite similar to Albert's answer but different)
I succeeded in getting EEVEE viewport transparency to work in the following way:
In the Material activate Use Nodes, switch to the Shading layout so you can see the material nodes easily. Add a Transparent BSDF shader and a Mix node. Link the existing Principled Shader and the Transparent BSDF to the input side of the Mix node, and the output of the Mix node to the Surface input of the Output node.
Adjust the Fac setting of the Mix node to determine the amount of transparency.
However, notice that you see transparency in Cycles, but not in EEVEE, until under Settings of the material, switch Blend Mode to Alpha Blend or one of the other Alpha options. While it remains in its default setting, Opaque, the material will not be transparent.
I found that a mix of Mike Robinson's and strategaD's answers works best for me. Thanks to both.
- Render → Screen Space Reflections ON
- Render → Screen Space Reflections → Refraction ON
- Material → Principled BSDF and Transparent BSDF into Mix shader
- Material → Principled BSDF → Transmission 1.000
- Material → Mix shader Fac mostly all the way to Transparent
- Material → Settings → Blend Mode Alpha Blend
- Material → Settings → Screen Space Refraction ON
Eevee treats transparent objects differently than Cycles. They are sorted from front-to-back per object and do not receive any screen space effects.
This is fast and works fine for many cases, but it is only approximate and gives incorrect results for some object shapes. For more accurate results, enable Alpha Hashed transparency in the material. With a sufficient number of samples to resolve the noise, this gives accurate transparency.