How Do I Make This Specific Object Transparent?

I’ve been looking around forums and trying potential solutions with no success.

I downloaded this transparent beer mug: Beer Mug Glass - Download Free 3D model by Bob (@MeBob) [52bd46f] - Sketchfab

However, I cannot get it to look at all like it does on the page’s preview. If I unplug all image textures and simply adjust the roughness and transmission, I can get it to look at least glassy only in the viewport, but not in the render, where it still appears as a dull grey.

Screenshots are all with image textures plugged in as seen in the shader nodes screenshot.

Viewport:

Render:


It does not render as transparent on Cycles either.

Shader nodes:

Material Settings:

Material Settings 2:

Material Settings 3:

Material Settings 4:

In your Material Nodes, pull a noodle from the Alpha to the Alpha on the Principled Shader. Turn off Transmission.

There are some other settings and tweaks I did in a metallic workflow… But I did that as I downloaded the GLB with the Channel Packed Images, so there are only 3. You don’t need to do any of this.

Use the Model Inspection on Sketchfab…to see what they included in the materials

I copied your shader nodes and it indeed made the object transparent.

However, it still doesn’t quite look right. I’ve tried adjusting values in the Principled BDSF node to little improvement. What else can I do to make it look more “real?”

I also noticed two things about your shader nodes:

  1. I could not find a node called “Color Factor,” the closest I could find after some online searching is “Multiply.” Are these the same? Is one of them just an outdated name for the node or some kind of plugin?

  2. One of your nodes is called “Metallic Roughness.” Through trial and error, I could only replicate your result using my “BeerMug_Roughness.png” node. Did you simply rename the file? Or did you combine the metallic and roughness pngs? Can you even do that?

Also here’s my new shader nodes:

Color Factor in this case is just a renamed Mix Color Node using Multiply as the

I referred to that as something you didn’t need to do, as I explained that I downloaded the GLB file, so the Metalic Roughness is a Packed RGB file where the Metallic was using the Blue channel, and Roughness used Blue channel, all you had to do was add the Mix color Node, and run the Alpha to Alpha. You had a Roughness and a Metallic so just plug them in as you normally would forget about the split RGB…

You can change the Color Mix to Mix and increase the color closer to bright white… Multiply makes the Glass Darker.
See if you can find an interior HDRI that was in a bar or restaurant, and use it to add better reflections to the glass, right now it is reflecting only the Lights in your scene and everything else is dark, so nothing to reflect…

HDRI helped a lot. Color mix got the frosted look I was going for. I’m still tweaking some parameters, but I think this looks good for my purposes. Thanks!

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