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A Short Guide to Glass

3

You don't see a lot of written tutorials anymore. In my opinion that's a shame as they're (for me) easier to follow at my own pace and better at providing dense information. Marco Hayek presents the latest part of his series on working with Glass in Blender.

Hello and welcome to the third part of my glass guide and this part is not only about architectural glass, but also about the basic approach of modeling or rather, the exploration of reality.

Basically, glass is pretty much the only material apart from water that seems to merge with its surroundings and interacts very strongly with them due to its high light transmission and reflectivity. How glass looks is ultimately the sum of its surroundings, which is why the „render engines“ or hardware work at peak performance as soon as glass, water or liquid shaders are used. It’s about ray depth, caustics, reflections, light refraction and volume, all these physical calculations have to be processed and passed on by the engine in the shortest possible time, especially in real-time rendering.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

3 Comments

  1. Hey Bart -- im with you big time -- I FAR Prefer written tutorials to videos -- A video takes a huge amount of time to convey what I can consume in a few seconds reading -- at times a video ACCOMPANING a written tutorial is helpful

    Anyway - -thanks
    TIM

  2. These text tutorials are great - I learned some really good tips. Now I just have to revise all my glass shaders...

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