Ok, so, I am working on a shattered object that I am trying to make look like glass.
The standard cycles glass shader mixed with a bit of a noise texture creates something quite realistic.
If the glass is colored, the results stay attractive but the problem is that each shard stays the same color consistently i.e.
a shard that is 2 millimeters thick will have the same color as a shard 2cm thick. This result is obviously not realistic.
The smaller the shard, the less color it should have.
Can someone help describe or draw out a node tree that might do what I’m asking?
At the moment I only have 3 nodes: 1. Glass BSDF, 2 Noise Texture, 3 Material ouput.