High Quality Realistic Glass in Eevee Next?

I am trying to get good looking glass for windows, tumblers and bottles in Eevee Next and its not looking good. I am currently using a mix shader with glass and a transparent bsdf.

Has anyone here been able to achieve good looking realistic glass in eevee next? I know its still wip atm.

some one did a small glass for Eevee file

keep the set up and remove objects then add your own objects in scene
it should render well in Eevee

Glass-Eevee-test1.blend (2.0 MB)

happy bl

Thanks a ton for the Blender file. :slightly_smiling_face:

I tinkered with it using only screen space raytracing. No light probes:
VVu
This is with Material render method set to dithered with Raytraced Refraction turned on.

VVu2

This is Material setting set to Blended with Transperancy Overlap turned on.
I added a transparent shader with a Mix shader to the material. I feel this looks more realistic?

Would appreciate any input or ideas on this approach.

Have you done a search here? There are lots of good glass and perspex threads.

depends on glass type you need

can you show some photos of give us some specs

you could also try with some glass PBR principle

happy bl

@Matakani Thanks for the suggestion. I did look it up even on youtube. Problem is there has been a lot of changes in Eevee Next in the latest builds in both the renderer settings and material settings. Also light path node doesn’t work currently in the latest builds for Eevee Next.

@RickyBlender Thanks again for the Blender File earlier. I think I keep forgetting Eevee next is still in early wip. The screen raytracing reflection is still wip. At ceratin angles it falls apart. I will just have to make do with it. Thanks. :slightly_smiling_face:

don’t forget Eevee is only an approximation

why not use Cycles ?

now for the best glass you might try it with Yafaray or Luxrender
but depends what you need !

happy bl

Just testing Eevee Next out. I think it has a very strong case against Cycles if we can get more light manipulation freedom like light path node and light linking added. It’s very fast from my testing it so far.

still an approximation
Cycles is more physically correct then Eevee
but it is slower

happy bl

I know :slightly_smiling_face: :+1:

The principled bsdf will give much more accurate results than this setup, although it might not function perfectly in the alpha build of eevee next.


As we can see in this image, the refractions are glitchy and turn up as white. In other tests I’ve done the shader worked properly though, so it’s probably just an issue with this scene.

Thanks for the test. Really appreciate it. Hopefully maybe we can fake glass even more with the light path node when its added.

With shadow ray, we could make the glass shadow lighter for example.

@ALLO There is some light path support:
‘‘Light Path: Is Camera, Is Shadow, Is Diffuse and Is Glossy are supported outside a Volume Probe’’

Here: https://wiki.blender.org/wiki/Reference/Release_Notes/4.1/EEVEE

Oh ok, interesting. Perhaps the build I’m using is older.

Yeah, they work in the latest build.