One of the problems is the construction of glass materials. To see the physics of glass well. I saw this movie on YouTube. It’s the best glass material I’ve ever seen. But I don’t know how it’s made. Can anyone help?
Do you have a raytracing capable graphics card, and have you turned on raytracing?
Yes i have GTX1080ti , and turn on raytrace. every glass material that i created not show glass thikness only show 2 surface , i enable 2 sided material but not effect. if you see this video , glass material is realistic and show glass thikness…
correct glass material:
I believe that may be Ryan Bruks work?
Anyway. The mesh is likely two sided or has an inner shell.
this allows to render either 2 planes or 4 planes of transparency.
The material for forward shading anyway - ray tracing has slightly different settings for refraction I believe.
is literlally just the PBR values provided by the docs.
Likely a fresnel node with a value of 1.33 or 1.44, something like that (check the docs, glass refraction) in the refraction pin.
The base color is usually white.
Specularity and roughnes could potentially be alpha maps…
the roughness may be driven by fresnel node.
The opacity is definitely driven by fresnel.
How the inside shell combines and the sort priority may be challenging, to the point it may be best to split the mesh into outer shell and inner shell, so you can change the sorting manually.
Its not complicated per-se, however it takes a lot of time to compile shaders on translucent materials, so trial and error is a bit akin to watching paint dry…
Only the RTX graphics cards have real ray tracing support. The GTX support is … not great.
That being said, to build that material, you could for example use a cube scene capture, and bend the ray based on IOR and normal, when it both enters and exits the wall. Note that you need to also model your geometry as actually having walls with thickness. (I’m thinking you’re already doing this, but because you’re not posting pictures of your meshes and materials, it’s hard to know.)
This wizardry is beyond my comprehension but I got the impression that he was not using a mesh at all, but raytracing through an SDF volume.
Its possible, but on a gtx1080 you are limited in what you can actually do with decent performance.
You are probably going to have to use the forward shading translucency and forget about raytracing to get performance anywhere above 20fps…