Difference between revisions of "Glass Shader"

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(Added example render)
(Added decay tint / decay distance example renders, and emphasized link to Subsurface Scattering guide.)
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The Glass Shader is similar to the [[Water Shader]], but it simplifies the UI by removing some water-specific features and it includes extra settings which are often needed for objects made of glass or other materials with a glass-like appearance.
 
The Glass Shader is similar to the [[Water Shader]], but it simplifies the UI by removing some water-specific features and it includes extra settings which are often needed for objects made of glass or other materials with a glass-like appearance.
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The Glass Shader can render subsurface scattering (SSS) which makes it useful for a wide range of materials that have this effect. Ice, smoky glass, ceramic and skin are examples of materials which have SSS. When using SSS, the results are best when rendering with [[Path Tracing]].
  
  
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The Glass Shader can render subsurface scattering (SSS) which makes it useful for a wide range of materials that have this effect. Ice, smoky glass, ceramic and skin are examples of materials which have SSS. When using SSS, the results are best when rendering with [[Path Tracing]].
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===Sub-surface Tab===
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'''For a complete discussion of the settings on the Sub-surface tab, see the [[Subsurface Scattering|Subsurface Scattering Guide]].'''
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[[File:decay.jpg|876px]]
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''An imported OBJ object rendered with the Glass Shader (Decay tint set to a pale red colour)''
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See Also: [[Subsurface Scattering|Subsurface Scattering Guide]]
 
  
 
[[Category:Surface Shader]]
 
[[Category:Surface Shader]]

Revision as of 21:58, 3 March 2020

Glass Shader Glass Shader on the Sub-surface tab


The Glass Shader is similar to the Water Shader, but it simplifies the UI by removing some water-specific features and it includes extra settings which are often needed for objects made of glass or other materials with a glass-like appearance.

The Glass Shader can render subsurface scattering (SSS) which makes it useful for a wide range of materials that have this effect. Ice, smoky glass, ceramic and skin are examples of materials which have SSS. When using SSS, the results are best when rendering with Path Tracing.


LuYu glass.jpg

An imported OBJ object rendered with the Glass Shader (default settings)


Sub-surface Tab

For a complete discussion of the settings on the Sub-surface tab, see the Subsurface Scattering Guide.


Decay.jpg

An imported OBJ object rendered with the Glass Shader (Decay tint set to a pale red colour)