![]() ![]() For interest, I also just added the monkey object inside to better show the contrast between a low and high roughness value. ![]() The cube has a solidify and bevel modifier in its stack to avoid a complete solid glass object. To demonstrate this, we can setup a node network like this using the noise texture. Roughness will change how rough the reflection of the glass is, a high roughness value will make the reflections look hazy while a low roughness value will make the reflections very clear, this can also be controlled with any kind of texture. The color will set the color of the glass, you can also control it through its input with a texture or other kinds of input. The biggest difference is that the sharp method won't take roughness into account and GGX is the only option supported when we get to Eevee. The algorithms are different scientific methods to calculate how the glass will be calculated and they give slightly different results. When we add a Glass BSDF node to the shader graph it comes with a few options: To start we will talk about the Glass BSDF Shader, this is probably the most simple and quickest way of creating a glass material. Related content: The complete beginners guide to Blender nodes, Eevee, Cycles and PBR How to create a glass shader in Cycles In the rest of this article, we will go into more detail about the method listed above and a few more methods you can use to create a glass shader.
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