3D-Mobster opened this issue on May 07, 2021 ยท 60 posts
3D-Mobster posted Fri, 07 May 2021 at 10:17 AM
Maybe not :)
Have been struggling a bit with the GlassBsdf in Cycles as it doesn't really give the result that I wanted. Especially when working with double sided glass or thick glass.
This is from a test I did, where the glass is casting shadows on whatever is behind it, which is very weird.
This is obviously not going to work.
This is a render of two wine glass from a work in process. The wine glass on the left is using my glass material and the one on the right is using the standard GlassBsdf. The small spice glass in the back also uses my glass. But as seen, the glass on the right wine glass doesn't behave even remotely like you would expect from transparent glass. As it is turned all black, which is the same issue with the test above.
This is the same test as above for comparison. To the far left is a plane with the standard GlassBsdf and then I have increased the thickness as we go to the right, the one on the far right uses my shader, which does seem to solve the shadow issue or at least most of it.
If anyone is interested in the setup this is what I used and seems to be possible to apply to all Glass which have thickness, at least from what I can see.
Anyway, since I have no clue what is going on in the material :D I would like to know if anyone that knows more about it than me have any ideas of how to improve it even further, which would be great, because I would like a standard glass shader that I can use for all kinds of things and not having to make a new one all the time, so would like to make it as good as possible. So please share if you know how to do it? :)