How to make 4 different procedural glass materials | Blender 3.1

Did you know you can quickly and easily make four different glass materials with only a few nodes?

In this Blender tutorial I will show you how to make a stylized procedural eye material in Blender.

Clear Glass

To make clear glass, change the transmission to 1 and the roughness to 0 on the principled shader

For Eevee, under the material properties tab, under the settings panel, activate screen space refraction

Under the render properties tab, activate the screen space reflections

Twirl open this panel and activate refraction

Add a transparent shader and a mix shader [transparent in top]

Under the material properties tab, under the settings panel, change the blend mode to alpha hashed

For cycles, under the material properties tab, under the viewport display panel – under the settings option, activate screen space refraction and change the blend mode to alpha hashed

I have the default HDRI active so I see a bit of a green tint

I can change this to the city lighting under the shading options to see the material more clearly

Frosted Glass

To make frosted glass, change the transmission to 1 on the principled shader

Changing the roughness will change how frosted the glass will appear

For Eevee, under the material properties tab, under the settings panel, activate screen space refraction

Under the material properties tab, under the settings panel, change the blend mode to alpha hashed

Under the render properties tab, activate the screen space reflections

Twirl open this panel and activate refraction

For cycles, under the material properties tab, under the viewport display panel – under the settings option, activate screen space refraction and change the blend mode to alpha hashed

Wavy Glass

To make wavy glass, I need to add a subdivision surface modifier to the glass object – using the simple subdivision option [3]

I add a Musgrave texture and displacement node

I change the scale on the displacement node and the Musgrave node [0.05, 45]

For Eevee, under the material properties tab, under the settings panel, activate screen space refraction

Under the material properties tab, under the settings panel, change the blend mode to alpha hashed

Under the render properties tab, activate the screen space reflections

Twirl open this panel and activate refraction

For cycles, under the material properties tab, under the viewport display panel – under the settings option, activate screen space refraction and change the blend mode to alpha hashed

Change the transmission to 1

Stained Glass

For the stained glass, I will be making an abstract piece

If you want a more detailed tutorial for making stained glass materials, please leave a comment below

I disconnect the principled shader – this will be used later

I add two Voronoi texture nodes and two value nodes

I change the top Voronoi texture feature to “distance to edge”

I connect the top value node to the scale of each of the Voronoi textures

I connect the bottom value node to the randomness of the Voronoi textures

I add a mix RGB shader so I can mix the Voronoi textures and change the blend mode to multiply

I change the scale value to 5 and the randomness value to 1

I add a glass shader between the mix RGB node and the material output

I add a color ramp between the first Voronoi texture node and the mix RGB node

I move the white color stop to the left to dampen the gradient of the Voronoi texture

For Eevee, under the material properties tab, under the settings panel, activate screen space refraction

Under the material properties tab, under the settings panel, change the blend mode to alpha hashed

Under the render properties tab, activate the screen space reflections

Twirl open this panel and activate refraction

For cycles, under the material properties tab, under the viewport display panel – under the settings option, activate screen space refraction and change the blend mode to alpha hashed

I add a mix shader and connect the principled shader to the top shader input

I connect the glass shader into the bottom shader input

I connect the color ramp into the factor of the mix shader – this will allow me to control the color of what would be the metal pieces inbetween the glass shards

I change the base color to a dark gray

I also lower the roughness and change the metallic to 1

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