I created a simple model with a semi transparent (glassmorphism) look. I exported it as GLTF to used it in the web using three.js. ### Problem 1. Since Glass BSDF is not supported I use Principled BSDF but missing to recreate the effect (less reflective, less blurry, see attached screenshots) 2. The exported model looks way different in the web than in blender (see attached screenshots) ### Questions 1. How can I tweak Principled BSDF Properties so it mimics Glass BSDF? 2. What do I need to adjust to get a similar result with threejs compared to the render in blender? ### Attachments * on the right "Glass BSDF" was used, on the left "Principled BSDF" * First image shows the **threejs** render * Second image shows the **blender** render * Different lighting was applied but given that the differences are still too much. ### Actual: Threejs render "2" on the left using "Principled BSDF", on the right "Glass BSDF" ![threejs render][1] ### Expected: Blender render "2" on the left using "Principled BSDF", on the right "Glass BSDF" ![blender render][2] ### Sources https://discourse.threejs.org/t/gtlf-glb-not-support-glass/16591 [1]: https://i.sstatic.net/DiuAl.png [2]: https://i.sstatic.net/ahamc.jpg