For Anime - Simple Glass Shader

Description

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 specularity
Step 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

Very useful for props in daylight sequences, but can be VERY cool if adjusted for night sequences.

Have a great one!!

Comments (8)

V
vertigo_running over 4 years ago

This looks fantastic! I've been using a simpler toon glass shader setup from phfdeflicted on YouTube (https://youtu.be/5RQLWFxAN2Y for the curious) but this looks more sophisticated and like it's going to give me better results for a lot of things. Thanks so much! Out of curiosity, have you experimented with using "map range" instead of color ramps? I've been trying to use it more in my toon shaders for performance reasons.

M
MariusOberholster over 4 years ago

Will definitely check out what he has on offer! I'm so glad!! I have a more sophisticated option available on my CGT that is also colored light sensitive: https://www.cgtrader.com/3d-models/scripts-plugins/rendering/for-anime-in-blender-glassware-shaders I do use map range a lot, but never for the same effect as colorramps. I typically use Map Range to compress values, either as a visual clamp or to add harshness to an element - stuff that map range really isn't ideal for, imo. I'm glad if it proves much more efficient for your uses though! That's fantastic!! :D

V
vertigo_running over 4 years ago

Thanks! I'll definitely check that out! And I've found that you can use Map Range for very similar effects as grayscale color ramps. There's an explanatory video on it here that's totally changed how I do toon shader setups: https://youtu.be/3ilYr-_UkJQ Thanks again!

B
Bruh11111 over 4 years ago

Nice

M
MariusOberholster over 4 years ago

Thank you! :D

B
Bruh11111 over 4 years ago

I'm gonna use it in my anime short films. Thanks, man!

M
MariusOberholster over 4 years ago

That's great to hear!!! :D You're very welcome! :D

T
Ton Roosendal over 4 years ago

Glad to see what you can do with my app. Keep up the good work!

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