Hey all!
It finally made the upload - it's free! I wanted to leave it as a challenge for the BNPR group, but I noticed many people trying and needing a bit more help. So finally, here is the full project file to check it for yourself!! :D
How it works:
- It uses specularity to define transparency in two steps.Step 1: Create the lines that usually flow along the glass - these are your typical expected results for specualityStep 2: Create the diffuse space of the glass, also using the specularity, but on it's lowest end - this is to mimic the SSS refraction style of glass on the cheap.
- In the first specularity, you just use an emission shader
- In the second specualrity, you use a converted Diffuse shader to give some light response (again, on the cheap for speed)
- Combining both specularity, we have what is left - refraction space.
- Combine the lot into an emission shader
Some things to keep in mind:
- Refraction seems to ignore other Alpha blend objects
- Alpha Blend is ignored by cryptomatte
- Outlines have to be done using something in-shader, with the LineArt modifier or with Freestyle
- No caustics
- Not colored light sensitive
For a more advanced solution, that does incorporate a fake caustics technique and is color sensitive:https://www.cgtrader.com/3d-models/scripts-plugins/rendering/for-anime-in-blender-glassware-shaders
Very useful for props in daylight sequences, but can be VERY cool if adjusted for night sequences.
Have a great one!!
BLEND (Blender, filesize: 1.1 MB)