Refraction Shader in Blender - Make a Stylized Glass Material | Jean Cavalcante | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Refraction Shader in Blender - Make a Stylized Glass Material

teacher avatar Jean Cavalcante, Compositing Supervisor, Teacher

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:39

    • 2.

      Refraction Shader

      9:29

    • 3.

      Conclusion

      0:33

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

41

Students

--

Projects

About This Class

Are you ready to explore the playful side of 3D art and discover the magic of refractive materials in Blender ? In this Skillshare class, you’ll learn how to create a beautiful, glass-like material and apply it to a cute, kawaii-style alien model.

This short course is perfect for those who want to dive into Blender’s powerful material system without getting lost in complex modeling. You’ll focus entirely on building a refractive material that interacts beautifully with light, giving your alien an eye-catching, magical look.

We’ll work together step by step so you can easily follow along and apply the same techniques to any model you already have. Join me on this fun journey, and let’s make your alien shine-literally!

Music from #Uppbeat (free for Creators!):
https://uppbeat.io/t/jonny-boyle/easy-does-it
License code: 0CB5OGVHCYASXRST

Meet Your Teacher

Teacher Profile Image

Jean Cavalcante

Compositing Supervisor, Teacher

Teacher

I am a 3D Artist and a Compositing Supervisor. I work on 3D animated series, the most recent ones being Lassie, Go Go Cory Carson and Spirit Rangers for Netflix.

I also create all kinds of content, 2D, 3D, photo and video, for small and medium sized companies. And I love working on my personal projects.

I'm very excited to share some of my knowledge here at Skillshare. So let's get started!

See full profile

Level: Intermediate

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: Ready to add some magic to your blender renders. Hi, I'm Jean Avalgot a tt artist. In this short class, we will create a stylized reflective material for the helmet of a cute Cowie style alien in blender. You will learn how to set up the material step by step. Make the most of the node ngular add on for a faster workflow and render your final image in cycles. By the end of this class, you'll have a fun glass like effect you can apply to your own projects. Let's get started. 2. Refraction Shader: Hello, everyone, and welcome to this class. So here is the scene I'm going to use to show you the reflection shader. So let's take a look at the scene before starting doing the material. I have a studio background behind the alien. I'll show the X so you can see the lights and the camera. I have a camera here, Min light. In the back, I have a ring or back light. This light I added later to little bit the face of the alien because behind the glass, it was a little bit dark. So I'm going to show you how to render this scene in cycles. We're not going to use EB So here is the first render in cycles. So for now, we don't have the glass shader for the helmet. That's what we're going to do. For now, it just has a white standard shader. So be sure to pick cycles here in the render engine. You can use these settings, but it all depends on your graphics card, on your material. If you can have a better quality, go for it. I like to use a filmic in the color management and to use one of these high contrast presets. In the camera for the final image, I really love to use deptofeld. In this case, the head is the focus point. But for now, I'm going to disable it because it's a bit slow to work with the depto field activated. So I use two Windows. This one on the left is for the shader editor, and the one on the right is to see the results in real time in our character. So I create a standard material. I call it reflection shader, but you can call it as you want. So you see it, it's not a very complicated material, but the results, it's nice. So if we add transmission right ahead, you can see the pace, but we have a strange result in the face. And that's because this sphere I used to the helmet don't have a thickness. So I add solidify material. This is a very important step if you're going to do glass shaders, you have to have a thickness. It's more realistic. So I'm going to test some settings here in the material, and you can see already it's looking a bit like glass. You can see the different with and without the solid modifier. So let's take this material even further. Right now we have only the basic stuff. So let's use a small noise texture for the color. And I'm going to brighten this nice texture a bit. If you had the node wrangler activated, you can do Control Shift click. Otherwise, come here on the preference and add ons and make sure you have the node wrangler activated because it's really nice to have it and to be quicker when working in the shader editor. So when you click Control Shift, in any node, you see the results of this node. So again, just playing with some of these settings here. I already have more or less an idea where I'm going to go with this texture. I'm going to apply a texture coordinates and the noise texture will be driven by the object UV texture. So as you can see, you have a little bit of color variation on the color of the helmet. Okay. I will copy all this part to gain some time. And I use this nice texture in another way to create some relief on the character. So I will create this bump node. And with control and right click, I can cut the connection, and I will control the bump node with the fac output on the nice texture. And I link the output of the bump load in the normal input of the material. So again, let's test some parameters here. I want to have just a bit of bump, just to have a glass that's not completely perfect. It will add some character to the glass. So, again, it's stylized type of glass material. So let's let's be a bit crazy with this and try to find something different. So again, I use some bump, but just a little bit, just to create some relief on the on the surface of the glass. Now let's play a bit with the emission parameter of the shader. So my lighting is yellow, so I think at the end, I'm going to use some yellow emission. I will fake frenel. So right now, this color ramp with supplying the emission on all the object. But I'm going to control this color ramp with frenel so you can already see in the center it's more transparent and the emissions, it's really bright. On the edges of the helmet. So let's play with this ramp. I don't want too much of emission, so something like that. In cartoon shows and cartoon types image, it's nice to have some frenel on the material so you can detach the character from the background. So it's exactly what we are doing here. You can put any kind of background behind the character and the frenel will help to visualize the shape of the glass object. So just playing with the colors, it's an alien. So green, it's always nice. If you want to have more blurred glass, you can play with the roughness on the main shader. So more roughness, the reflection will be more blurred and the roughness near to zero, you have almost perfect reflection and reflection. So let's stay with the initial values you put. And I think I'm coming back with the yellow, orange finel. And I think it's looking nice. So you can take this knowledge and apply on your own objects and projects. I hope you are going to have fun with this little shader. It's not very complicated, but it adds a lot of character to the object and the projects. 3. Conclusion: Thank you for completing this blender class. You now know how to create a stylized reflective material using no wrangular and render it in cycles. I hope you had fun experimenting and that you will use this effect in your own projects. If you can, please leave a review and share your render on the projects and resources page. It really helps and I'd love to see your results. Thanks for watching. And remember, keep learning, keep creating and having fun with blender.