Realistic Procedural Dusted Glass: Node tree for free + Updates

Hi friends.
I’ve been working on the realistic procedural glass dust for last 3 days, and here is the latest result (will be updated once we find better way to implement).

As you may know, there are no any perfect material in our world :slight_smile: Well, window glass is one of them. Since I’m working on modeling of a new building room now, I’ve decided to make my renders as close to real life as possible. And after week of modeling, rendering and composing (with all that familiar stuff like “mist pass”, “flying dust particles”, “depth of field”, surface imperfections and lens distortion) the only thing that still looks unreal is glass. Because there are no window glass in the world without a dust, blemishes or fingerprints.

So here is the node tree that will help you to implement procedural window dust with some random size blemishes on a surface. No textures. Only math. Works with any rectangular glass.

And sure, you can change size/specs of the blemishes, area of the dust, strength tweaking it in certain nodes. I’ll describe it using notes in the node tree later.

Of course, this way to create noise isn’t the best one, it has some issues. If you have any ideas how to improve this particular task, or how to implement realistic procedural dust - please, feel free to help with the development of this idea.

Examples, Strength: 0 / 2.0 / 5.0

P.S.: Please, don’t post any idea with particle system, textures and weight/texture paint, because it is obvious and 5-500X more demanding for your system during rendering.

2 Likes

Thank you so much, looks great!

Will try this today and post some results :stuck_out_tongue:

Can’t keep working on it right now, but i thought i’d post what i had - it’s in eevee/workbench in the viewport, so i can see my maps better.

Since my windows are placed on a converted freight container, which is supposed to sit in a desert,
it makes sense that dust would build up in the corners, so i added a tree for that. Most windows do that, unless it’s like a modern glass-only front. Might help someone (:

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Hi. It was long ago)
Thank for the review, though.
I’ve tested it only with cycles render (2.8-2.9). Don’t know really how it does work with eevee.

It doesn’t really do well, but my cycles viewport is hella noisy since i only have a mac at work.

So, to dial it in, i just used workbench. Could be made working in eevee tho!

Also, i was thinking: maybe a musgrave or noise texture with a high scale value into the bump/normal of the diffuse shader could help make it more dusty.

And then blend that into the mix factor as well so it fringes out on single pieces of dust, if you nahmsayin

Did i really just made you post for the first time in 3 years? :smiley:

welcome back mane

trying to test first set up but not working

can you upload sample file
for the 2 set up

is there another set up for EEVEE too ?

i did use an HDRI but not certain if it can help to see the dirt !

thanks
happy bl

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The mask does work in eevee, so you could make it work.

Here you go:

cont.blend (1.8 MB)

Absolutely works, just change the blend mode to “Alpha Hashed” in the Material settings and go from there.

(EEVEE)

i copied glass and did a render at 70 sample
and can’t see the dirt in window !

not certain if there is something missing
any ideas ?

thanks
happy bl

i really don’t know… as you can see in my viewport, it’s there.

maybe try exaggerating it to see if it gets visible

EDIT: and make sure you’re using blender 3.0

ok that is it i’m still stuck with 2.9

will test later on when i can get the bl 3.0

thanks
happy bl