Simple Glass with new BSDF

posted to: Rendering Glass

With the moving around and renaming, where would I find the transmission roughness if I were to emulate this very simple glass material using the BSDF? 

I think I'd switch to the more complex material that we learn on the next lesson for a final render, but for quick materials this doesn't look half bad.

  • Nathi Tappan(nathitappan) replied

    Do I see it correctly, that I can just increase the weight of transmission to 1 and call it the day? I

  • Dwayne Savage(dillenbata3) replied

    I'm assuming you mean the Principle BSDF in Blender 4.0. It's no longer 2 separate inputs. The roughness input is used for both diffuse and transmission roughness. Setting the transmission weight to 1 activates the clear(Glass) material. You will want to adjust the IOR too. Glasses are usually between 1.5-1.53. Windows are usually 1.51-1.52. I use 1.503 for windows and 1.523 for cups. 

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  • Nathi Tappan(nathitappan) replied

    Awesome! Thank you Dwayne!

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  • Martin Bergwerf replied

    Indeed, the Transmission Roughness has been removed in the new Principled BSDF.

    This means, that you no longer directly can make a 'milky' glass with clear reflections, but in 99,9% of the cases, you won't need that and it is easier to just have one roughness to take care of...

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  • Nathi Tappan(nathitappan) replied

    That makes sense! It's pretty handy to get it working so quickly... we can always pull out the separate shaders if we need :)

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