You can use the Random output with a ColorRamp. Start with the Object Info > Random output Add a ColorRamp with specified colors (mine is also set to Constant) Use the result as a window tint color...


If on a spherical mesh, you can start with a cube (rotate its UV to fit your map), then add: Subdivision modifier with "simple" algorithm (we don't want to smooth but just to give more geometry for the cast below) Cast to sphere modifier


You can access a node input sockets by either their name or their rank using their inputs property: distortion_socket = wave_texture.inputs['Distortion'] or distortion_socket = wave_texture.inputs[2] Then you can set the value using default_value (the value not given by a link): distortion_socket.default_value = 2


Solution for a single mesh using the White Noise texture (instead of Object > Random output) Create a new UV map, and scale the UV islands to 0 (use Pivot > Individual Origins) Add a White Noise texture, UV Map node to drive it, and ColorRamp to control it. Done.


Using Eevee, you can use the "shader to RGB" node from a "glass" node. "shader to RGB" is like a prerendering from with we can get colors. From it, we can use 2 color ramps: the first to control the light reflexion intensity and color and the other to control the level of transparency. Color is given directly to the Principled ...

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