Hello everyone. I’m trying to create a scene with glass in Blender 3.2.
I can’t achieve the effect of refraction in a cube, as in the attached fragment.
I want a part of the cube to be illuminated with light from behind and around the edges, but at the same time keep the background with large glass planes. Is it possible to solve this somehow using the refraction of the cubes’ material or how? Can anyone advise?
Thank you in advance.
Thank you very much for the answers. I didn’t expect that there would be so many of them.
I have prepared some more screenshots of my test renderers. And my lighting setup.
I use Cycles for rendering. Standard settings.
I want to achieve understanding and visually, so that my glass cubes are illuminated from all sides in reflection (or refraction)?. In test renderings, I turned off the backlight, added the side lighting power, shifted the backlight a little so that its border appeared in the background glass. But such an effect as in my example cannot be achieved. Here is another example where I tried to highlight what I mean. Also, on all cubes and planes, I put the bevel modifier, I want the faces to be better highlighted. I tried different values, but the result is insignificant. Bevel settings: offset/value 0.008/ segments 8/ angle 30
I think the problem is - you don’t have enough for the glass to refract and reflect. Part of the effect you are after is I believe coming from objects out of view (i.e. behind the camera, above, below and to the sides) being refracted and reflected off the back face of the glass cubes.
When it comes to refractive materials (and highly reflective ones too), the environment the object is in and the objects that surround it, are in many respects far more important than the material itself - even if these things aren’t visible directly to the camera.
The IOR for some of your glass is also far too low. Glass typically has an IOR in t he 1.5 range.
In your example video - the glass doesn’t look like it has a lot of roughness either - so i’d turn this down in your materials as well.
Hello.
Thank you for the detailed answers! I understand what you’re talking about. I just want to find the optimal strategy for the best effect, so that it turns out to be most similar to the reference.
I’m thinking about how best to make glass so that it reflects or refract the environment more. may be mix glossy with glass?
I got the ior values at the experimental level. it is unclear what they should be in order to achieve a result close to the sample.
I think here’s how to mix shaders or how to prepare the most satisfying version of the glass material. Glare in the edges is also not obtained. Somehow there are very few of them, almost not visible. Also here’s the question of how can this be achieved?
If someone has options where i can watch more detailed information on creating a glass cube with faces and refllections, or similar material to this porpose, I would be very grateful.
You don’t - the glass BSDF already includes a refraction component, so why would you mix in a second, especially with the same IOR - it adds nothing.
Also - that’s a really odd node setup, mixing refraction with glass and using the Fresnel node as a colour input.
The only time I have seen a similar node setup is when you want to create your own glass shader using a glossy/refraction mix (to get white reflections on coloured glass). But in this instance you’d use the Fresnel as the mix factor, not as a colour input.
Of course - but the point is, mixing in the refraction node with the same IOR as you have in your setup doesn’t add anything.
Your statement that “you must add a refraction nodes with glass” is incorrect. You can add it, even if it’s pointless, but you don’t have to.
Using the fresnel node as a colour input is odd too. Fresnel is usually used as a mix factor, not as a colour input. As with most things in cycles, there is nothing to stop you using it in this manner, but the question is, what purpose does it serve? The node setup is overly complicated for no discernible reason or benefit.
Can you guess which one of these objects uses your node setup - versus just using the straight glass shader. Aside from a slight colour difference cause by me not perfectly matching colours between the two shaders - the refraction and reflection effects look pretty much identical.
These two should produce the same result. If you have a render engine that can only add shaders together, the top way would be how to do it. But we have shader factor mixing in Blender, so I wouldn’t recommend this unless you’re looking for some peculiar - and likely unrealistic - effects. So yeah, agree, it’s just odd way of thinking.
Where I would mix refraction with glass would be if I wanted to simulate a material that had double refraction/birefringence - like calcite, but in this instance, you’d use a different IOR for the glass and refraction shader.
Nothing to do with glass, or at least I never tried with refraction, but you can create some neat effects adding RGB versions of anisotropic (possibly also glossy) using slightly different normals on them.