How to make TRANSPARENT MATERIAL in Blender Eevee

Introduction

In this article we see how to set up the Principled BSDF Shader to make transparent objects in Blender, this solution works for the EEVEE engine. To clarify some physics related issues, with “transparent” I mean that the material allows to see what is behind of the object, the effect is useful to quickly set up a basic glass material to apply for example to a window.


Prepare the scene – Elements to be used

To show how to make transparent objects in Blender, I am going to use the objects shown in figure 1. They are three spheres of different colors and the object in front is the one we are going to make transparent. Figure 2 shows the camera view, as you can see, it is completely obstructed by the object.

Fig. 1: These are the objects to be used.
Fig. 2: Camera view, the object completely obstructs the view.

Download a Blender file with the transparent shader already applied.

Create a transparent object in Blender Eevee step by step

First we go to the rendering properties and activate the option “Screen Space Reflections” and inside this option we activate the “Refraction” checkbox, as shown in figures 3 and 4.

Fig. 3: In the engine parameters we activate “Screen Space Reflections”.
Fig. 4: In the previous parameter we activate the “Refraction” checkbox.

Select the object to make transparent and go to the material configuration, if it does not have any material assigned create a new material. In “Surface” choose “Principled BSDF”, as shown in figure 5.

Fig. 5: Select the material to be set up as transparent.

3. In the material properties we scroll until we reach the “Settings” part, activate the “Screen Space Refraction” option (figure 6) and write a value for the “Refraction Depth” parameter (figure 7), this value is used to calculate the path of the light inside the material.

Fig. 6: In Settings we activate the “Screen Space Refraction” checkbox.
Fig. 7: We set a non-zero value for the “Refraction Depth” parameter.

4. In the “Principled BSDF” Shader properties we increase the value of the transmission parameter.

Fig. 8: We increase the value of the transmission parameter.

Results

By following these steps we make the object transparent, as shown in Figure 9.

Fig. 9: The object is now transparent, we can see the objects behind it.

To make the material more translucent we can decrease the value of the “Roughness” parameter.

Fig. 10: We set the roughness of the material, the lower the roughness, the smoother the surface will look.

That way the objects behind are not so distorted, in figure 11 you can see the result. You could also use a texture to give it roughness.

Fig. 11: Objects behind are not as distorted as in figure 9.

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