This may be caused by Cycles's rendering of caustics.
From the wiki, Glass and Transparent Shadows:
Glass and Transparent Shadows
With caustics disabled, glass will miss shadows, and with filter glossy they might be too soft. We can make a glass shader that will use a Glass BSDF when viewed directly, and a Transparent BSDF when viewed indirectly. The ...
It looks like the glass object has no thickness.
Without any thickness, rays are bent only once, and behave as if everything behind the plane were inside the glass, rather than behind it.
After adding a solidify modifier (or thickness via any other method), rays passing through the glass will be bent upon entering it, then bent back upon exiting it. This ...
Geometry should not be an issue here, glass shaders are noisy by nature and will probably have a bigger impact in your scene. If you use this technique and take advantage of instancing feature the memory consumption benefits should help mitigate the number of objects.
Make a simple box mesh with the desired dimensions of your brick, make sure you apply the ...
After pressing random buttons, and trying to fix mesh - successfully i did it!
There was problem with my mesh - gaps caused mirror modifier, and some other things.
There is how I fixed it:
At first I was searching for something wired in mesh, found not connected edges, so I selected them.
And scaled them down. pressed s + x (axis of scaling) + entered 0 ...
A Fresnel node can be used as factor for a Mix Shader between a Transparent BSDF and Emission Shader, in order to achieve the glow at grazing angles. The Facing socket from the Layer Weight node allows to add a slight glow for the angles in between. Finally the Is Camera Ray output from the Light Path node is used to only show the emissive material to the ...
Cycles is physically based so you don't need to add anything to a regular transmissive shader.
Add a Principled BSDF to you plane. Set the transmission to 1. You can tweak the IOR but the default value of 1.45 is fine for the purpose.
Another aspect to consider is the environment in which the glass is in. A perfectly black sky (as seen in your screenshots) is not very good for the glass to reflect/refract with. If you want realistic looking light interaction, consider adding mesh light emitters to mimic real light sources.
Consider setting up a studio-like lightbox, or use an HDR image ...
Increase the bounces in your render settings light paths.
Basically each face is a bounce, the outside edge of the glass, the inside edge(if it has thickness), the pole, the ground. The bounces tell cycles when to stop following the ray.
I believe you've most likely got your Normals flipped the wrong way. This makes the surface behave like the inside of the glass and results in an effect called Total Internal Reflection when hit by light at a shallow angle - ie, it effectively acts as a glossy surface.
The solution is to edit the glass mesh (select it and press Tab to go into Edit mode), ...
Don't use Clamping (especially with such a low value of 1). It prevents the lights from being simulated realistically in something as complex as glass. Turning on Caustics also helps.
Here are some render comparison:
To me, the glass material is unnecessarily complex, unless you have a good reason to use it (for dispersion, etc), I suggest you looking into ...
Set the lenses object pass index to a value of 1
Then under the layers panel use the passes dropdown and enable Object Index
Render that out and then head over to the compositor. Create a node setup as illustrated by the image below:
As you can see by this render, I believe it resolves your problem.
Hope this helps.
It can be done by applying a texture to the Displacement input of the glass material node. The glass must have some roughness to it.
You can use a texture like this one, made of two circles shifted by half their diameter and ridged in a concentric fashion (in your picture it looks more like an hexagonal packing, so if you're going for an exact copy you ...
You can add smudges and fingerprints to glass by varying the Roughness with the following material :
Most of the above material is concerned with positioning the fingerprints on the bottle (ie, the upper branch from the Texture Coordinate node through to the first Multiply maths node). This takes the fingerprints image :
and positions it onto the glass by ...
Render settings light bounces, you need to increase their count. You can increase the maximum and transmission only for glass other bounces are used in different cases.
Basically light paths or bounces indicate how many times the emitted ray will change direction (hit a surface and bounce of).
Minimum are least number of bounces / light paths emitted. ...
Your 'Fake Glass' using a single plane instead of a solid works as expected when the plane is viewed from the 'front' side (the side that the normal is facing) but the Fresnel node produces different results when viewed from the 'back'. In order to correct for this you need to adjust the IOR to 1/IOR when viewing the surface from the 'back' and this can be ...
Unfortunately this is a limitation of the render engine.
"You can’t. Cycles properly emulates refraction because it is a ray tracing engine, where light rays are simulated and change direction as they enter and get out of the glass, in a realistic way. For every pixel,...
The "Viewport Alpha" settings do not seem to work for the Glass shader the way it works for the Transparent shader (or a mix between Transparent and another shader). However, if you set the Viewport Alpha to "Add" you will get a sort of fake viewport transparency, which looks about the same for any shader. Maybe that's good enough for your needs?
The problem is that you are using flat shading on the mesh, as opposed to smooth shading that interpolates normals: https://docs.blender.org/manual/en/dev/modeling/meshes/editing/normals.html?highlight=smooth%20shading#shading
The reason why it looks ok in the viewport is that your subdivision surface modifier is set to 4 iterations for the viewport and 2 ...
glTF 2.0 has an alpha blending mode available, but it's intent is just to be "coverage" (like medical gauze tape), not a physically correct optical translucency (as the latter was considered too high a target for the initial release of 2.0). Basically this means that low alpha values will dissolve the entire material, including specular ...
Perhaps something like this is closer to what you're looking for?
I think this is pretty close to what you've used, but feel free to check out what I've done here.
Transmission = 1
IOR = 1.05
Roughness = 0.167
By default, some options that require extra computing efforts are turned off in Eevee and they must be turned on manually.
In the case of a refractive object, you must enable:
Under the Render settings, Screen Space Reflections and, within it, Refraction. manual.
Then, in each of your refractive materials' Material settings, you should enable Screen Space ...
The standard Glass shader gives you exactly that.
Or if you prefer Principled BSDF like me:
Set Transmission to 1
Use Roughness and Transmission roughness to control the glass type
Add thickness to your glass for realistic results
Suzanne on one side, and a black material on the other to make a mirror
To make this work in Eevee
enable Refraction in the ...
I achieved that by using a noise texture to create a bump map and assigning it to the Normal property of the Principled BSDF Shader (while the Roughness is set to zero). Here is the result:
And the nodes:
The problem is due to a flipped normal - this can occur when extruding a plane, depending on which way the extrusion is applied.
In the following example one plane is extruded 'upwards' (the left-hand one) and the other is extruded 'downwards' (the right-hand one). The 'upwards' plane has correct normals but the other has inverted normals.
When adding a ...