11/24/2023 0 Comments Thick glass blender cyclesIf I need frosted I swap out the glass Transparency shader (I keep the shadow one) and feed it normal from Geometry/Incoming. howdythis video is gonna cover how to make realistic glass material for Cycles.I'll show you how to give your glass density and thickness as well as showing. Here is the setup I typically use for pretty much ALL glass I do (excluding glass vases and ornaments). This trick is useful if you want frosted glass at a fraction of the price for real frosted thick glass. ![]() Since Blender version 2.90, Optix should work with NVidias older series of Graphics cards, all the way back to the 700 series according to the release notes. If you have a supported Nvidia GPU you can use Cuda. At the top you will find the Cycles render devices section. You'd still need to invert the IOR for backfacing faces though. Go to Edit->Preferences and find the System. You can actually use refraction shader on thin panes as long as you feed its normal input from Geometry/Incoming. Unless I need to see the double reflection from multiple layers of glass (not happened so far), I'll just use flat panes of glass. You may need to invert IOR (in the fresnel node) for backfacing faces. The refraction node wont show any reflections, so having Blender use it instead of the glass shader on backwards facing surfaces will eliminate the double effect. So the trick here is to replace the refraction shader with a transparency shader. If you still want to get rid of it though, you could mix a 'Refraction' node into your glass shader with the 'Geometry' nodes backfacing option acting as the factor. However, for glass panes (equal thickness) using refraction is a huge waste of resources since refractions would be most evident near the edges (which you don't see). In real life dulling down the reflections are usually done by adding an anti glare coating to it, this tints the facing angles of the reflections slightly green (if you wear glasses, check them out if they have such a coating). You can then mix in a transparency shader after that using LightPath/isShadowRay to eliminate it casting shadows, very useful if caustics is turned off and/or (?) if diffuse bounces are low. If you want to lower the reflections you just dial in a darker value. ![]() If you want manual glass on thick panes, all you need to do is setup the shader manually:įresnel to mix between refraction shader and glossy (sharp is ok) shader.
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