Just to illustrate how Cycles treats these cases:
Left: Sphere walls with zero thickness (light refracts twice) > behaves like a solid glass ball
Right: Sphere walls with 1 mm thickness (light refracts four times) > behaves like a soap bubble
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 ...
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 ...
If each window is a separate face you can unwrap with the Lightmap Pack method, scale down all the faces in the UV Editor with the Individual Origins Pivot Point selected, then in the Material use the Texture Coordinate UV output and give it a Musgrave Texture as Bump:
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 ...
You can try it with this shader setup:
Just change the noise texture values to change the effect.
You can also try to add seams at the edge of your windows surfaces and then pack UV's with different methods/parameters so it will break the consistency of the "wobble" effect across the whole surface.
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 ...
A (maybe too elaborate, 'classical') pure-procedural approach might be to split your texture-space into tiles, using a Wrap node:
Below: original UV on the left. Wrapped UV ('Cell UV') in the middle. If you subtract the 'Cell UV' from the original UV, you get an index-per-cell ('idx'). 'Idx' is the coordinate of the origin of each cell's 'Cell UV'.
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.
I think I'm not too far with this setup (rendered with Eevee, it might be slightly different with Cycles): I've made a mix between Glass, Transparent and Glossy. It also needs Volume Scatter to give it this blurry depth:
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. ...
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 ...
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), ...
To get transparency working with other objects in eevee, you have to tick a couple not-so-obvious boxes.
First, in Render Settings, tick Screen Space Reflections:
And then under screen space reflections, tick Refraction.
Then in the material menu of the transparent object, tick Screen Space Reflections:
Then adjust the refraction depths slider just below ...
Viewing-Angle Based Solution
This setup works well for curvy objects.
But on a cube, for example, it is far less convincing.
I'm sure that with some serious noding you could get much closer, but it may not be worth the effort.
The Diffuse BSDF node is the plug'n'play part of the node tree. Whatever shader is put in its ...
Transmission (of light, such as glass and water)
UPDATE: Blender 2.91 and above support exporting transmission directly as shown in the original post above, using glTF's KHR_materials_transmission extension. Not all renderers support this yet (and notably, ThreeJS requires alpha-blending to be enabled for the material, which deviates from the transmission ...
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,...
I thank and praise the Lord Jesus Christ for answering prayer and showing me the solution!
The issue was not with the glass encasement material after all. Mixing between glass and transparent shaders based on shadow, diffuse, and glossy outputs from the Light Path node was correct. The problem was actually with the glass bulb and filament materials!
In the ...
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 ...
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.
Here, try this:
As Eric pointed out in the comments, the secret here is a Voronai texture set to "distance to edge". I used ColorRamps to remove all the grayscale and leave only black outlines. I made a large, medium, and small set of cracks and mixed them together. I then used this combo as a main image (BaseColor), as a basis for a normal map, ...
Link to Gabe's (@BettiniGabe) tweet
Made this (mostly) physically-based dispersion shader as a modification to a dithered dispersion shader @ParallelMayhem made. This method (first) is more realistic and has an infinite level of detail rather than the 3 levels of detail with traditional rgb method (second)
In these days it is an active thread (contributed ...
If you look at reference photos online, it does appear that glass casts a shadow of sorts. What happens is that some areas are darker and some are lighter due to refraction and reflection.
In blender, it looks like the default settings don't allow the full amount of light through, so I ran a series of tests. The scene is a simple drinking glass and a ...
If you just create a sphere, it is treated as a solid. It is easy to determine what is inside and outside the sphere. But if you remove a bunch of faces, you break this behaviour. It is no longer easy to determine the inside and outside.
Here is a solid sphere with a glass material. It has a high refracture index. It will actually focus light from the light ...
You can get something close to what you show with a Noise Texture plugged into a ColorRamp. Also mix a Musgrave with the Texture Coordinate into a MixRGB in order to twist the spots a bit. Then animate the Mapping on the Z location (or, as Allen Simpson says, switch the Noise Texture to 4D and keyframe the W value). If you want some grains, do it in the ...
Your glass is dark, or the space behind is dark due to your render settings.
You need to make sure caustics is turned on or the glass will be dark and will not transmit light regardless of your transmission passes.
I struggled with glass and water for some time as well, and unless you have caustics enabled it will never come out right or behave correctly ...