Blender Principled Bsdf Glass
See that is below 1 0 to reverse the direction of refraction a typical value of 0 95.
Blender principled bsdf glass. Richter twrichter created this task. A good value is 1. Principled bsdf transmission 1 ior. William reynish billreynish lowered the priority of this task from 90 to 30.
It is based on the disney principled model also known as the pbr shader making it compatible with other software such as pixar s renderman and unreal engine image textures painted or baked from software like substance painter may be directly linked to the corresponding parameters in this shader. The glass shader also as principled bsdf does not work. As same as principled bsdf tansmission. A better approach will be adding a surface on the liquid surface and change that surface color.
Cycles principled hair bsdf. The bsdf shader work on surface only as blender is a surface mesh 3d tool. For instances where an image might include an alpha channel blender 2 80 s node set up allows for a simpler approach to creating materials with image based transparency using the alpha slot of the principled bsdf node. If you assign a opaque color to inner surface the glass bsdf will become useless since you are literally painting the inner glass with that color.
Creating transparent materials using an alpha node set transparent materials in cycles. Unless you want darkened glass of course set the transmission to 1 and the transmission roughness to 0. Set the specular to 0 you don t need it. I tried to get thin wall glass shader like iray mdl for figure eye materials.
But if you want to use a principled shader. Base color usually all white and can go above 1. The principled bsdf that combines multiple layers into a single easy to use node. Principled bsdf alpha example file blend c 2 mb.
The glass bsdf controls base glass color and refraction direction with ior. I think your suggested nodes should work well for thin wall keep ior for reflection as glass water but use 1 00 for refraction infinity thin but ithink it can not get roughness for fresnel. Another thing to keep in mind is that the principled shader treats transmission together with it s reflection roughness so if you use a roughness map on it it will not only affect the reflections but the glass itself making it look like frosted glass. Honestly for this i would just use a mix of a transmission shader and a glossy shader.
In this blender tutorial i will teach you how to render glass in eevee. Set the base color to ffffff so you don t have darkened glass.