4

This should do it - Just connect the inverse of the texture to the Alpha of the Principled BSDF. However, since this is a Musgrave texture, which has values that go below 0, you must add a clamp node first, otherwise the invert will not work the way you expect. I also suggest adding a ColorRamp Node because there is still a thin white outline around the ...


4

Switch the Mix Shader inputs and you're good:


2

As Gorgious has commented, no need for a Boolean here. You can use the native extrusion, and mapping range, of a curve: The start and end points of the extrusion can be set, and key-framed. To get the 2-sided material, you can use a Geometry node in the shader, to discriminate between front and back-facing shading points: Yours would probably be a bit more ...


1

Create a Shader > Mix Shader and mix your current node with a Transparent node, play with the Mix Shader factor to give your material more or less transparency. That said I'm not sure about your Principled BSDF settings, you need to put the Transmission at 1 if you want a glass effect, and also don't forget to choose Blend Mode > Alpha Blend in the ...


1

Change your blend mode to "alpha blend" and you will get: I unplugged the fac of your mix shader so you can slide the fac and see what happens.


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