Throughout my development as an artist, I have used free resources from the community. Today, out of gratitude, I am also contributing something useful for everyone to the community.
Please note that the symbolic price for this asset is a donation directly to the Blender Foundation, as a way to support the continued development of the software we all rely on.
Back in December, I set out to create a series of glass containers with textures, and I found myself forced to create a solution for transparencies in Eevee, in order to be able to see glass through glass, and objects behind layers of glass. After researching here and there, I made these two materials that I’m giving away today, contributing my solution (or my version of it) to the community:
Realistic Glass for Eevee:
On one hand, using just a few nodes, I’ve designed a simple yet powerful Glass Shader that includes Glass Color, Dispersion, a fake glass thickness (thickness effect), as well as the ability to include a Normal Map via the Shader Editor. As it is set up by default, it works for practically any smooth, clean glass you might need. The goal of this Realistic Glass is to be an optimized, lightweight, low-node, and effective material.
Textured Glass for Eevee:
Once the transparencies were solved with this group of nodes, I needed to be able to include Image Textures, more specifically BaseColor/Albedo, Ambient Occlusion, Emission, Roughness, and Normal Map (and since I was adding those, I also included Metallic just to have it). However, these images didn't look right, so I started experimenting with more nodes, groups, and some values that might look unusual at first glance (IOR in particular); but in these cases, it’s the visual result that guides you, rather than the actual real-world values of things.
That’s how I created a material capable of being driven by Image Textures and one that is highly configurable, with all values and settings right at hand in the Material tab. Functional, complete, a bit more complex, but undoubtedly an elegant solution.
I’m sharing some renders of real products I’ve made with these two Glass shaders, as well as renders of the next product I’ll be launching, which features parts with double glass.
I hope you find it useful. Success in your projects, and best regards!
2026. Surrealisium | SRLM