Realistic glass refrection or crystal shader in blender 3.0 eevee
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- เผยแพร่เมื่อ 16 ก.พ. 2022
- this how to make an realistic glass or crystal shader in blender 3.x.
Demo file on my gumroud is free just type $0 for download or any $ you want to support me.
Download link to demo file.
imarioliang.gumroad.com/l/exthc
Download link to HDRI texture.
polyhaven.com/a/studio_countr...
My Instagram
/ imarioliang
The end result looks so good, thank you very much! Mixing this with chrome textures for world makes some very pretty and interesting results
Thanks so much!
Thanks!
Thank you bro.
wow! Incredible! TYSM
You're so welcome
thank you! very smart way of doing it!
Glad it was helpful!
Master
Thank you!
thank you for sharing :)
My pleasure 😊
Let's always do good 🙏
Can you do this in ue4?
hello there. cannot add the "seperate rgb node". isnt there. any suggentions? sorry... newbie here. thanks
look Separate Color
refrAction
Is that real dispersion or colour from the hdri
you only can have real dispersion in cycles, so yes
The RGB colours that's being seen is essentially fake dispersion. He's created 3 the colours separately to have different IORs for each and then added them together.
when I set Metallic to maximum and Roughness to minimum, then my object is completely black, what should I do? when I change the world, the object is still black, only if the emission is changed, but then it will be, for example, just white and not what you need
look into light paths and check if there are samples in transmission
Not sure what u actually are separating with your separatergb) I used rgb inputs instead
Anyway thx!
Those node setups makes no sense. Simply punting the colour in the glass gives the same result