Advanced Glass Shader in Cycles – Blender 2.8 Tutorial


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https://www.creativeshrimp.com/uber-glass-shader-blender.html – Nodes and Project Files
Simulating a glass shader with dispersion, caustics and other wizardry in Cycles can be tedious, due to the architecture of path-tracing engines. In this Blender tutorial we’ll explore some cool workarounds!

WARNING: To be able to follow along the tutorial, a decent video card is required. I have GeForce GTX 1080.

The glass tutorial timeline:
2:18 – Setting up Blender
6:05 – Adding HDRi Environment
8:18 – Refraction & Dispersion
15:53 – Reflection
18:34 – Subsurface Scattering and Translucency
21:05 – Absorption (Raylength)
24:22 – Fake Caustics in Cycles
30:47 – Volume Shader
32:49 – Roughness
37:06 – Speed-up Hack
39:30 – Final Tweaks

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25 responses to “Advanced Glass Shader in Cycles – Blender 2.8 Tutorial”

  1. I don't know if i get an answer here but I have an optimization question.
    I made a crystal in blender (star wars kyber crystal). The way i did it is 3 parts. A small crystal on the inside that has a ton of spec and reflectivity so the color can come through. A translucent semi transparent outside krystal with slight scratch displacement on the outside of that. And then another bigger and rougher crystal with stronger displacement on the outside of that but covering only half.
    I am using cycles and the renders take up to 8 minutes per frame. This is only 1 object rendering in 25560×1440 resolution. Is a rendertime like this normal? I am seeing full scenes with houses and grass in blender that take 5 minutes.

    What should I be optimizing in order to get a faster render but also have a clear render without noise?

    I am having a 1080Ti card with 32gb of ram

  2. tried it out
    pretty good glass shader!
    Now I'm sitting here thinking if I can make some performance or usability tweaks aside from what's already there, maybe make it into its own node group so you can drop it onto a shader just like any other BSDF, then plug textures & enter values & stuff as you wish…
    Hmmm… Might just try it, messing with shaders was always something I enjoyed…

  3. Gleb you always go that extra mile! :o) I just wanted to make glass in eevee that light passes through. It seems that glass has always been hard to achieve in Blender. I do not want a PHD to make glass. All I want is to make an object and tell it to be glass and viola it is glass. When people think of glass they think of a window pane or drinking glass. A window does not block light from passing through because it is glass and a window. What could be easier right? Wrong. I need to be a college grad to get that to work. I think there should be a setting that says ,"You want a window that light passes through? Click this and you get it!". That is what most people are looking for. Simple glass that light passes through. As always this is a great tutorial, and complete, that you have presented but it makes me not want to touch glass because it can be so damned complicated. There has to be a single click fix so even dummies like me can make a simple window that light loves. :O)

  4. @Gleb Alexandrov
    When rendering in cylces with this shader, i get a lot of noise that is split in greed red and blue, any idea how i can reduce it and or get rid of it without denoise (lots of artifacts, even with the nvidia ai dNoise)

    thanks in advance

  5. The reason why desaturating the color made the glass more transparent is because white is the "brightest" color you can get, so anything that isn't white isn't the "brightest", the closer a color is the white the "brighter" it is, meaning a desaturated color (just mixing a color with white) is bright than a saturated color. The way the glass is calculated, at some point in the system it multiplies something by the color you fed it. If you give it white (which is R:1, G:1, B:1) then it will multiply by its self and be completely transparent (except for the refraction's distortion); anything darker than white will lower the transparency.

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