query: How can I make a more realistic glass shader?
positive_passages.docid: 21109
positive_passages.text: How to illuminate the darkness inside glass objects in Cycles?
negative_passages.docid: 87706
negative_passages.text: Realistic rendering of mesh together with image?
negative_passages.docid: 22399
negative_passages.text: How to achieve a solid glass/emission material with certain refraction and color
negative_passages.docid: 19364
negative_passages.text: How do I get transparency to work with the Principled BSDF shader?
negative_passages.docid: 95172
negative_passages.text: How to render a pixelated, occluded wireframe with freestyle?
negative_passages.docid: 70053
negative_passages.text: How to create a "heat distortion" effect with a cycles procedural node set up without compositing
negative_passages.docid: 38883
negative_passages.text: GLSL, all in one or many shader programs?
negative_passages.docid: 135580
negative_passages.text: Emissive shader does not change much in changes of orders of magnitudes
negative_passages.docid: 87432
negative_passages.text: How to get reflections from 3D to show up on real images
negative_passages.docid: 93899
negative_passages.text: Donut glass cup render has too many grains and speckles + denoiser come out distorted, shadow is also too opaque. What settings may I try out?
negative_passages.docid: 136657
negative_passages.text: What is the process for applying a realistic texture over an emission object (ex a fluorescent lamp cover)?
negative_passages.docid: 57824
negative_passages.text: How to increase render distance?
negative_passages.docid: 24579
negative_passages.text: How can I make the texture look like this?
negative_passages.docid: 56339
negative_passages.text: How could I do simple per-fragment lighting on BSP geometries?
negative_passages.docid: 50881
negative_passages.text: How can I implement "cut outs" for lighting in OpenGL?
negative_passages.docid: 112635
negative_passages.text: How can I simulate shattering glass?
negative_passages.docid: 89575
negative_passages.text: How can I create light trails without a blurry subject?