Forum: Poser - OFFICIAL


Subject: Frosted Glass Shader

Glen opened this issue on Oct 14, 2014 · 41 posts


bagginsbill posted Sat, 18 October 2014 at 12:52 PM

Sounds like you want a "milky" or "foggy" glass - where not only is the surface frosted, but the interior has some opaque molecules that diffuse the light. So - mix in some Diffuse!

Here is basically the same shader, but simplified. (I don't make these shaders by hand - I have scripts to generate them. Today I added some logic to my scripts that tries to take advantage of the Poser Surface root node to add things up, instead of Color_Add nodes. 

What we have here is a mixture of some diffuse and some frosted refraction. There is no fixed rule about how much of either you should use. Just be aware that if you have two parallel surfaces, the effect is squared, compared to a single surface. So your numbers (Diffuse_Value, Refraction_Value) would need adjustment for different situations.

You can, of course, place any color you like into the Diffuse_Color - the glass will take on a tint toward that color, but still will show the colors of what is behind it as well.


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