Need some help with creating these types of glass

need-help-with-blender-glass-shader-v0-8yahdspduahg1

I just want to say that this is general question i want to apply it on many of the models, not just specific projects, that’s why i didn’t attached screenshot of the project, but i’ve shown in pictures 3d models of wall lights that im trying to set the glass for, and how i want that glass to look like. I need help with some tips of creating glass shaders for 3d models I’ve attached in pictures bellow. I tried several options in glass creating, however none gave me the result like they are in pictures. I’m somewhat new in Blender and im still in learning phase, and would appreciate fully if there is a kind soul that could give me some tips of how to construct node line for these types of glass. Also for milky milky glass to i need help but it won’t let me post more pictures.

basic glass would look something like this:

frosted - roughness (if frosted: use coat as gloss layer)
colour of glass - volume absorption

Thank you i will try this, this is new never seen setting like that, its so simple.

Get a better reference image

Glass is a transparent and colored material.
It looks like a color with a slight gradient.

I think I can set it up briefly.
We need a test to get closer to the real thing.

I tried the second one, and in the scene it gave me some weird-looking glass loking at from a peripheral view; somewhere it gets dark, and somewhere it gets too light. The upward pic just lacks reflection and glossiness.


From my experience wall lights and any light fixtures can use any and all sorts of glass, epoxy, plastics, various special kinds of glasses with various mixed in additives finishes paints and various manufacturing techniques and so on and so on. One of the main goals for light fixture designers is often to make them unusual and unique :laughing: This means one of their main objectives is pretty much to make our jobs as hard as possible basically :smiley: So there is no one trick. In order to make glass for light fixtures realistic you will need to use all available techniques and all the skills you got and sometimes that is going to fail if the designer did a good job…

I should check this as a solution :smiley:

Oh, I wish there was a solution… :laughing:

The actual geometry is often very important. It’s important to get good reference and observe the characteristics, see if it scatters light, see how it absorbs light… IOR of glass is not 1.5 by the way. There are all sorts of glasses and all sorts of IOR values for them… sometimes it makes sense to adjust the IOR to get desired results visually. You might want to use volume scattering and volume absorption and this might make rendering quite challenging so it might also make sense to use various tricks to not render caustics.

This wall light is from 3D sky, and they probably made it and rendered it in 3d max corona, so I’m trying to find at least a good solution to give the same effect

  1. The reason why glass looks strange is because it has no thickness.

A has a thickness and B has no thickness.

  1. I think the lighting doesn’t affect the surroundings will depend on how you set it up.
    If the light is installed inside the glass, there is a problem that light cannot go out.
    In this case, use a setting that excludes the shadow of the glass.
    ※ There is a lot of material for glass settings.
    It consists of nodes such as Glass BSDF, Transparent BSDF, Mix Shader, and Light Path.

image

If you use Emission, you may have irregular and inconsistent problems.
You must also use a high Emission value.
In this case, it is difficult to maintain the required details of the light source.

Thank you very much, i will check this as a solution. If there is someone that might have a different idea feel free to write. :pray:

Glass BSDF is obviously not how you make realistic coloured glass:

one issue I’ve just noticed - transmission seems to enable specular layer no matter what - so with coat you end up with too much reflection.
I’m not sure why this is happening with Principled BSDF.

i tried your solution on the new project, and it somehow gets realy wierd looking color, if light is turned of it gets really dark color, and if there is light inside color gets too bright. I tried doubling the amount for volumetric color, it’s nit helping, and losses reflection of glass too, i tried this for different wall light that has plane emission inside.
Heres how it looks:

Here is if i increase volume denisty a lot more

If you are not looking at any reference none of this matters. You cannot judge what is realistic. Nothing is obvious when you compare nothing to nothing, which you are doing if you are not using any reference.

There are many kinds of glass and what works will depend on the kind of glass you are trying to make. Extremely wide variety of looks exist. “colored glass” is not a specific description of anything. At least that’s how I see it. And not only the material can vary a lot, but also it’s properties across the surface or even volume. For example, it seems to me, there might be a gradient or even a few different gradients of different tones in this one and it start to look more realistic once you start taking those details into account:

It requires work though. Once you start to really work with it you notice detail and differences and can then address them. Like for example, there is also a metallic specular reflection in that reference — it seems to have color, that’s unusual, but some kinds of glass may look that way. …or this product photo might just be photoshoped. Then it also becomes less about realism, but about the feel and mood of it.

this is the correct setup removing doubled reflections (spec tint zero):

Not sure what’s your point here… :laughing: I mean… yeah, it could look like that, could look different, not sure what you are making here. Not sure what the goal is. What’s the goal? How is it supposed to look? Is there a photo of something real you are trying to replicate? I fail to see the point if there isn’t.

glass colour is a volumetric effect and Glass BSDF is not offering that.
this I can easily assume as not realistic.

That’s true. We have volumetric shaders for that. They sometimes help.