![]() ![]() ![]() This is my first post on stackexchange and only 3 days using blender so I'm pretty new to this. I would like to be able to control the softness of the light behind the source by changing parameters of the glass in front of it. I’ve prepared for myself three nodegroups, that are pretty awesome for every use. Drag from the Glass BSDF output to the Material Output Surface input. Press Shift + A then select Shader > Glass BSDF and place it. If the object has no material add one with the New Material Button. Select the object you’re applying the glass shader to. Here are some images of the material I'm going for, taken from Stanley Kubrick's films : To create a glass shader in blender: Go to the shading workspace. ![]() I think that has more to do with the material of the floor which is a simple glossy and diffuse shader mix with Fresnel as input to the mix shader. The shape of the light on the wall behind is a hard circle which makes no sense to me.Īnother problem is, the reflections do not have the blurriness of the glass. This will model a second refraction event that will double the absorption color and start the refraction ray after this second event. If Refraction Depth is not 0.0, all refraction BSDFs in the shader will act as if the object is a thin slab of the refraction material having this thickness. Also, at higher IOR values, the cube is only about halfway visible then just cuts of from this perspective. Give your material a small refraction depth. There is a plane (thick) in front of and behind the cube light.Ĭhanging the roughness to max doesn't get me the required result either. In the Outliner, click Empty Glass to select it In the Material section of the Properties window, click the New button Click the Preview button to expand it Click Diffuse BSDF In the menu that appears, click Glass BSDF: On the top menu of Blender, click Render -> Render Image. I have used a cube as a light source inside the structure. Practical Learning: Applying a Glass Material. One for thick glass with colored rim, one for slim glass panels (only reflections) and main glass with the one from the article I’ve specified earlier. This is my attempt and it's not really working the way I want it to as reflections have no blurriness and not the kind of blurriness I'm going for:Īll relevant information is in the screenshot. I’ve prepared for myself three nodegroups, that are pretty awesome for every use. I'm trying to create soft lighting through non-bumpy frosted glass. ![]()
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