Realistic Glass in Eevee-depth of field
This morning I posted this tutorial (my first), based on one I posted recently on Twitter. Some interesting changes arose, thanks to the help of the readers. A couple of useless nodes accidentally included, and a failed DOF (depth of field). Well, now it works!
So, here we go… again. Hope you like it.
I would like to share this technique to the Blender community to make (somehow) realistic glass in Eevee (Blender 2.8).
First, I’m using two materials instead of one: one for Thick Glass (spheres, cubes and all kinds of volumetric glass), and Thin Glass (glasses, goblets or any thin glass surface in your scene).
Thus, goblets and glasses have parts of each component: thick glass on the base (of any glass) or stem (goblet), and thin glass on the bowl. Volumetric objects (Suzanne, spheres, etc.) use only Thick Glass material.
This is the node arrangement for Thick Glass (very simple):
Node arrangement for Thin Glass.
Note these two sliders determine the quality of glass (refraction, reflection, transparency, etc.). You can move around their values in order to get the best result for your project.
Even when the result is good, to get a more realistic finish, I highly recommend to apply a Reflection Cubemap in every object and a Reflection Plane on the table (if it is the case). Always remember to apply Bake Indirect Lighting before final render in Eevee.
In Render setup, activate Screen Space Reflections and Refraction (the settings are up two you).
And… that’s all (I guess), amigos. I hope it will help you to make some nice renders or to develop a better technique and share it to all the community. Please, share your renders.
Fernando de Buen