Realistic Glass in Eevee

Chipp,

To make glass color lighter just increase the color of the glass shader it can go higher than 1.

Here is a Cycles render. Even here Cycles has issue with cup refraction. Notice the problems that I describe above with the cwGlass compare with the Cycles.

Here is an Eevee render with update scene file with realistic shader with lighter color glass and higher reflection. Glass RealisticLightNoExr.blend (209.4 KB)

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Eric,

Been playing with this all morning. Added a few twists to your earlier, but essentially came up with a very similar look:

This is the best glass I’ve seen so far in EEVEE. Good work.

Ended up pushing the value really high, and adding a curves node to do finally tweaking for the fresnel. I also created a version which can render flat glass planes. This one needs the Transparent BSDF shader.

I learned a lot by looking at your solution. One thing was the Glass BSDF renders refraction, whereas the Transparent does not.

It appears the backface flag does seem to create some ‘dirty bits’ though I’m not exactly sure why. I understand why you adjust the Trace Precsion and Thickness in EEVEE settings, but even if not adjusted, this glass looks good (though obviously Refraction needs to be turned ON or else it does not work.)

If it’s okay with you, I’ll update my free glass shader and rename it ekRealisticGlass (and link to this thread). That way the 1800+ users who have downloaded it can be notified of the new version.

Thanks again. PS… check out the bottle model: Created with 7 vertices :slight_smile:

https://filedn.com/lLMW4jXsJqxXkRYjd1UCoKL/Blender/ekGlass.blend

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Chipp,

I added material for the bottle and jar. Same node setup different settings on the Fresnel node going above 1 which in this case it’s closer to the Cycles render. The way you had it the reflection on the side of the bottle and jar are a bit too extreme.

For the flat glass a put a new material node with same setup with different settings. Realistic flat glass has refraction just not as strong as the bottle or cup. Adjust the Glass shader IOR to 0.99 to reduce the refraction.

It’s okay for you to update the free glass shader with ekRealisticGlass.

Here is the Eevee render and adjusted scene with my changes I discuss above.ekGlassTweakNoExr.blend (1.2 MB)

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Good stuff. Thanks again Eric!

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Hi :slight_smile:

Thanks for this, your glass looks amazing! I think I’m getting somewhere, but I’ve played around with the settings mirroring all the various examples I’ve seen throughout this feed and I don’t seem to be getting any sort of reflectance in the glass.

I’ve been testing it on the vase on the desk, the window glass and all the light and scene settings have been set following Blender Guru’s recent tutorial about realtime ArchViz rendering in EeVee.

Would you have a look at my file and see if you can identify what might be causing this issue?
Any suggestions would be much appreciated, thanks!

Amesley,

The key to good looking glass is having good lighting with highlights, reflection and correct shadows.

Unfortunately in regards to lighting an interior scene the Blender Guru’s tutorial is not a good one. Having only a far away area light gives diffuse type lighting and shadows.

I modified the Blender Guru’s tutorial with my workflow for lighting this type of interior scene.

  1. Remove the far away area light.
  2. Added sun light and an area light on the window.
  3. Added reflection cube map tor the room.
  4. Added irradiance volume to the room.
  5. Use my all standard shadow and light settings. (Look at my other post for these.
  6. Adjusted correctly all the other scene settings.

These changes will give this scene a proper sun lit look. Their is highlights and reflection on the glasses. Notice the realistic shadows specially chair legs shadows on the floor and others.

Blender Guru’s lighting:

My workflow lighting:

See attach file without textures. Eevee Interior Glass EKc.blend (4.3 MB)

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Also, when outside is brighter than inside, there is no reflection on the window (unless at an extreme glancing angle), so there is no reason for a window or material unless it is a night scene.

Furthermore, while the large texture nodes used are great for cycles, they can cause delays in EEVEE gpu processing.

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Hi Eric,

Thanks so much for this, as a newbie it’s great to be able to come on here and get really helpful, in depth responses to issues :slight_smile:

I will go through everything you’ve said and try to recreate it!

Thanks again

Agree having separate large textures for every channel including roughness, reflection and normal for every object in the scene is unnecessary and use large amounts of GPU memory and slows down Eevee. It is specially important to be efficient in large scenes with hundreds of materials. This is one of the good things about your “Definitely EEVEE Materials System”.

In windows facing the outside even when the environment is bright I do use some reflection. I like to use “thin glass” shader by using my glass shader setup and replacing the “Glass BSDF” node with a “Transparent BSDF” node. Objects close the window will reflect back into the window. This gives a more realistic interior. What is not needed is refraction which can cause some Eevee artifacts.

Here is example of using small amount of reflection on a window from my one of the scenes from Chocofur from my “Realistic ArchViz” series see the link Window Reflection.

Amesley,

Your are welcome. Their many good examples of good lighting setups in Eevee for glass that can review in my series of “Realistic Archviz from Cycles to Eevee” see this Link. Look at this lighting setup for Eevee that I did in this series from the an Evermotion scene:

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Playing with this now after trying to make the original cwGlass coloured in order to make a lightbar for an ambulance, and it seems like rather than changing the colour of the glossy shader, which just makes all the reflections tinted red, it’s the glass/transparent shader that should be tinted:

Doesn’t seem to work properly on the wine glass though, for some reason…

Tedri,

I made a new shader call ekRealisticGlassColor.

  1. Added a color node.
  2. Added new nodes that control the fresnel reflection color and better reflection.
  3. Flatten RGB curves as a default starting point.
  4. Improve quality of glass reflection by adding reflection cube map to each glass object.

New node setup:

A render of the new node setup with different colors:

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Chipp,

Here is an update blender file of the ekRealistic Glass Color shader in your scene without HDRI if your interested. Need to bake before rendering. ekGlass1ColorNoHDRI.blend (274.8 KB)

Aw man, amazing, cheers!

Thanks Eric, much appreciated. I’ll add it to the Gumroad files.

Do you think it´s possible to create a physical crystal lens in front of the camera in EEVEE? your shader looks good, I´d like to try it for a scenario like I mention.

DavidRivera,

This is product shot of a camera in Eevee that I have being working on. I used the shader above for the camera lens. See below my render.

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Excellent tips here. I’ll be testing some of these settings out in a new animation soon. Keep up the great work.

Hi Eric :slight_smile:
It would be really helpful if you please share the scene file that you’ve shown on the images.
Thanks!

Can you please give me a link from where I can learn how to bake :slight_smile: ?
Thanks!