How to make a stained glass window | Blender 3.2

Did you know you can quickly and easily make a stained glass window with a graphic and a few material nodes in Blender?

In this Blender tutorial I will show you how to make a stained glass window with a graphic and a procedural glass material in Blender.

Frame (SVG)

I’ve already made a graphic using Illustrator but I wanted to point out a few things in case you want to make your own graphic

I used a reference from Maxpixel.Net to make this graphic

I made thick parts of the frame using the standard tools

Since the frame is made out of curves, I needed to expand the appearance so I’m actually exporting the strokes – otherwise, I would just see very thin curves in Blender – this option (or something similar to it) is available in any vector program

Since this needs to be transparent, I made sure I used a transparent background when exported the graphic

I exported the frame as an SVG

Frame

In Blender I will be using the import SVG add-on

In top view – I import the SVG file

I select each of the curves that were imported, right-click, and convert the curves to a mesh

After the curves are converted to meshes, I select everything and use CTRL + J to join the meshes

I right-click and set the origin to the center of the mass (volume)

I then use SHIFT + S and choose “selection to cursor” to center the frame

I then rotate the frame around the X-Axis 90-degrees

Using CTRL + A I apply the scale and rotation of the frame

I then add a solidify modifier to give the frame some thickness

I then apply the modifier

I right-click and choose “shade smooth” to smooth out the rough look of the frame

Under the object data properties tab, under the normals panel, I turn on auto smooth to correct any shading issues

In edit mode, I select the frame and under the mesh menu, I go to the clean up menu and choose “limited dissolve” – this will simplify the geometry

Frame Material

Now that I have the frame completed it is time to add a simple material

I will be making a concrete material since this is a rosette window that is common to the outer walls of churches

I split the viewport and open the shader editor

I also go into material preview mode so I can see the material

Under the material properties tab, I delete any material already applied to the object

I add a new material to the frame

I change the base color to a gray [#B5B4B1]

I then add a Musgrave texture and connect it to the principled shader

I then change the options on the Musgrave texture to get a look that I like

Using the node wrangler add-on, I select the Musgrave texture and use CTRL + T to add a mapping and texture coordinate node

I select the object in the texture coordinate node

I add a Voronoi texture node and connect the mapping node to the Voronoi texture

I add a mix RGB node and connect both texture nodes

I change the scale of the Voronoi texture

I add a color ramp between the mix RGB and principled shader – moving the white color stop to get my desired look

I change the white color stop to a gray [#B5B4B1]

I change the factor on the mix RGB to get the right look

I then add a bump node – connecting the mix RGB to the height input

I then connect the bump node to the normal of the principled shader

I then change the strength of the bump node to get my desired look [0.200]

Glass

For the stained glass, I add a cylinder and rotate it around the X-Axis 90-degrees

I then scale it down so it fits within the frame

I apply the scale and rotation to the glass object

I add a Boolean modifier to the glass object using the frame as the object

If you have holes left behind like I do, open the solver options panel and activate “self intersection”

I apply the modifier

If I hide the frame and select the glass – in edit mode, I can now see that each of the intersections of the glass are now individual objects

I select the glass and under the mesh menu, I go to the clean up menu and choose “limited dissolve”

Glass Material

To make the stained glass look old, I will be using a wavy glass technique for the base material

I add a subdivision surface modifier – using the simple option

I apply the modifier and add a new material

Under the material properties tab, in the settings panel, I change the blend mode to alpha hashed and activate screen space refraction

In the render properties tab, I activate screen space reflections and refraction

I delete the principled shader and add a glass shader

I add a Hue Saturation value node and connect it to the glass shader

I can now change the color of the glass

To add some wavy glass texture, I add a Musgrave texture node and a displacement node – connecting them to the displacement input of the output node

I can then change the options on both nodes to get the look I like

I can copy these nodes to a new material and change the color

In edit mode, I can select the faces where I want to apply this new material

I then select the material in the materials property tab and assign the new material

If I want a piece of glass to not have a specific color, I can change the hue saturation color to white

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