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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.

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Use blender 2.8 BETA: https://builder.blender.org/download/

Use these settings:

  1. Render → Screen Space Reflections ON
  2. Render → Screen Space Reflections → Refraction ON
  3. Material → Surface → Principled BSDF → Transmission 1.000
  4. Material → Surface → Principled BSDF → Roughness PLAY WITH IT
  5. Material → Settings → Blend Mode OPAQUE
  6. Material → Settings → Screen Space Refraction ON
  7. Material → Settings → Refraction Depth PLAY WITH IT (I generally suggest 0.8 but depends on the thickness of the object)

Result:

enter image description here

(It's quite similar to Albert's answer but different)

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  • $\begingroup$ Where are these settings in the latest beta? $\endgroup$ – jdk1.0 Apr 3 at 8:09
  • $\begingroup$ I'm confused. Why does transparency work with blend mode set to opaque for the principled shader but needs blend mode set to alpha for transparent and other shaders? $\endgroup$ – ecv May 12 at 19:46
  • $\begingroup$ I don't think this is a truly transparent effect. I just tried it, there's somehow some strange refraction going on which when you look straight through it it looks as if you can see what's behind, but somehow it doesn't feel right. $\endgroup$ – ecv May 12 at 20:03
  • $\begingroup$ It does not look right because of the way eevee fakes transparency. I just added the last setting to the list. "Refraction Depth" allow you to tell eevee how thick the object is. (If it's set to 0 there only is one refraction event otherwise 2). To understand this watch this video youtube.com/watch?v=VB5kMlW2EBI (time: 17:00) from Blender Guru $\endgroup$ – strategaD Jul 5 at 15:18
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In Blender 2.8's latest beta, I succeeded in getting Eevee transparency to work in the following way:

(1) In the Material, "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.

(2) Adjust the Fac setting of the Mix node to determine the amount of transparency.

(3) However, notice that you see transparency in Cycles, but not in Eevee, until you do this: in the "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.)

Now you know!

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  • $\begingroup$ Oh man, thank you! This is a solution for a transparent cloud layer over Earth etc, by using an image texture set on non/color data and linking its color to the Principal Shader and Fac of the mixing node. $\endgroup$ – Lumis Feb 9 at 14:54
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Its beta version now!

use blend mode under materials tab for transparency. check the screen space refraction for glass materials, also not forget to turn on them at render settings tab. enter image description here enter image description here

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  • $\begingroup$ You sir are awesome! $\endgroup$ – Prime By Design Aug 16 at 17:10
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Albeit Eevee is in heavy development Transparency was added just some days ago. I try to make videos of the progress of Eevee, you can watch some of the videos on youtube.

https://www.youtube.com/watch?v=TMmJuIxOCB8

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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.

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I found that a mix of Mike Robinson's and strategaD's answers works best for me. Thanks to both.

That is:

  1. Render → Screen Space Reflections ON
  2. Render → Screen Space Reflections → Refraction ON
  3. Material → Principled BSDF and Transparent BSDF into Mix shader
  4. Material → Principled BSDF → Transmission 1.000
  5. Material → Mix shader Fac mostly all the way to Transparent
  6. Material → Settings → Blend Mode Alpha Blend
  7. Material → Settings → Screen Space Refraction ON
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