Glass shader for use with Eevee in Blender 3.0 and up!
0:00 - Introduction
0:55 - Principled BSDF Settings
1:36 - Eevee Rendering Settings for Glass
1:50 - Material settings for Eevee Glass
2:45 - Mixing Transparent and Principled Shaders
4:00 - Adding Fresnel to our glass
5:13 - Adding a solidify modifier to your object
5:53 - Using a color ramp node to dial in your effect
6:31 - Fixing noise in glass in Eevee
8:30 - Changing the color of your glass
9:35 - Saving your glass materials as assets
Render Settings
Sampling:
Render: Lots. At least 1024.
Adaptive Sampling: Enabled
Noise Threshold: 0.001 for a good preview, somewhere around 0.00025 for near final
Denoising: OIDN, but if you can spare the time and RAM use SID or set up your own noodles in the compositor
Light Paths:
Max Bounces:
Total: 48
Diffuse: 12
Glossy: 32
Transparency: 4
Transmission: 12
Volume: 4
Clamping:
Direct Light: 0
Indirect Light: 250 for low samples, up to around 1000 for high samples
Caustics:
Filter Glossy: 0
Caustics:
Reflective: Enabled
Refractive: Enabled
Transparency, and glass works in both Cycles and Eevee.
0:00 Intro
0:38 Alpha for textures
2:50 Blend mode settings
4:09 A different way of doing alpha
5:20 Make edges disappear
7:44 Glass and refraction
10:06 Glass in Eevee
00:00 - beginning. explanation of...
00:20 - modeling
1:25 - bubbles with particle system
1:50 - light
2:20 - glass material
4:15 - stand material
4:55 - end
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