#How to correctly render a glass material?

14 messages · Page 1 of 1 (latest)

loud lotus
#

Hello, thank you for the awesome engine.

I am trying to develop animation primitives and I was creating a test scene to check out different animation. 😁 In this scene, the geometry pointed by the arrow is supposed to be a glass material, however, it is not being rendered correctly. For context, I exported the gltf file which consists of the entire scene objects! The lights are also being loaded using the gltf object. Only issue is with the block that is supposed to act like glass. I have following questions:

  1. Do I have to manually define custom pbr properties?
  2. Do I have to write a custom shader that can render the glass correctly?
verbal anchor
#

From what software do you export the scene?

#

The TLDR is you should set the "alpha mode" to "blend" and use a semi-transparent albedo color

loud lotus
verbal anchor
#

(in blender "albedo" corresponds to "base color", third form entry in Principled BSDF surface shader)

#

(in blender the alpha mode would be set in Material view (ball with checkered icon) → Settings → Blend Mode → Alpha Blend

loud lotus
#

Oh, I found the settings!!

#

Thank you!

#

its inside viewport display -> settings!

verbal anchor
#

Just "Settings" I think, "Viewport Display" is another submenu.

loud lotus
#

hmm.. these is no blend mode in my settings 😅

loud lotus
#

It turns out I had to set the rendering to eevee to get the another menu!

#

Is that shadow a rendering bug?