Blender

Blender Material Nodes
Explained: Building a
Glass Material in EEVEE

A ceramic coffee cup with a clear glass tumbler beside it (article image)

In the previous article, Blender Material Basics: Base Color, Roughness, and Metallic, we gave a coffee cup a ceramic surface. This article opens up the machinery underneath: material nodes, the system that decides how a surface looks. We'll build a glass tumbler beside that cup to see it working.

Making glass transparent takes more than material nodes. You also need to change a few rendering-related settings. We'll set up the glass in the nodes first, then go through the settings that make it clear, one at a time.

* This article was verified with Blender 5.2 LTS. The render engine is EEVEE, the default.

This article uses the coffee cup with the ceramic surface from the previous article. No cup? A cube or a sphere works just as well with the same steps.

Opening the Shader Editor

You edit material nodes in the Shader Editor. Click "Shading" in the tabs at the top of the screen.

Clicking the Shading tab at the top of the screen, with the Shader Editor now filling the lower half

This is the Shader Editor. The boxes you see here are material nodes. You may be picturing something far more complicated, but a new material starts with just two: "Principled BSDF" and "Material Output."

Think of the Material Output on the right as the final destination: whatever reaches it is what Blender renders as the surface.

What material nodes do

Let's look at what each of the two material nodes on screen is doing.

The Principled BSDF and Material Output nodes sitting in the Shader Editor

The Principled BSDF is the node that calculates how a surface looks. Using the values you enter for Base Color, Roughness, and the rest, it works out how that surface reflects light. In the previous article, changing the color or the gloss changed the look because this node's result changed.

The Material Output is the node that receives that result.

Each node has its own defined role like this. Once it has done its job, it passes the result on to the next node. Connecting nodes together is how the look of a material gets built.

A quick glossary

Here are the things you see in the Shader Editor and what each of them does.

Material
Holds everything about how an object's surface looks, in one place. The glass we make in this article and the ceramic we made in the previous one are each a single material.
Material node
A part used to build a material. Each of the boxes lined up on screen is one of these. In this article we also call them "nodes" for short.
Principled BSDF
The material node that calculates how a surface looks. It lets you adjust color, gloss, metallicness, and more in one place.
Material Output
The final destination. Whatever reaches it is what Blender renders as the surface.

What travels along the link

What travels along the link that connects the material nodes is the result the Principled BSDF worked out: its answer to "here is how this surface looks." Let's disconnect the link and see for ourselves.

Click the dot next to "Surface" on the Material Output, drag, and drop it on an empty area. The link comes away.

The link connected, with the object's surface displaying correctly
Link connected
The link removed, with the cup body and saucer now pure black
Link removed

Nothing about the settings changed, yet the cup body and saucer turned black. That's because the Principled BSDF's result no longer reaches the Material Output. The handle uses a different material, so it stays as it was.

Once you've checked, press Ctrl + Z to bring the link back. You can also drag the "BSDF" dot on the Principled BSDF and drop it on the "Surface" dot of the Material Output to reconnect it.

When color or finish doesn't show up, start by checking that this link is connected.

Preparing the tumbler

From here we'll model the tumbler. To make that easier, switch the tab at the top of the screen back to "Layout."

How glass looks depends on what's reflected in it. So we'll set up the surroundings first.

  1. Download one environment image (an HDRI) from Poly Haven. Poly Haven is a free asset site that also allows commercial use. Something with clear reflections, such as an interior or a street scene, makes the effect easy to see
  2. In the Properties panel on the right side of the screen, open the globe icon (World Properties), click the dot to the left of "Color," and choose "Environment Texture." Use "Open" to load the image you downloaded
  3. From the four sphere icons at the top right of the 3D viewport, switch to the rightmost one (Rendered). We'll stay in this display from here on
Switched to Rendered view with an HDRI loaded as the Environment Texture in World Properties, so the HDRI scenery shows around the cup

Press Shift + A and add "Mesh" then "Cylinder," and place it next to the cup.

A cylinder added next to the coffee cup

It doesn't look like a tumbler yet, so let's give it a taller proportion.

Press S then Shift + Z to scale the width (the X and Y axes) down only. Aim for around 0.4.

Next press S to scale the whole thing up. A tumbler looks natural standing taller than the cup, so aim for around 2.

The cylinder before scaling, still not reading as a tumbler
Before
The cylinder scaled down in width and then up overall, now taller than the cup
After

Now remove the top face to make it read as a tumbler.

  1. Press Tab to enter Edit Mode
  2. Switch to face select mode (3)
  3. Click the top face to select it, then press X and choose "Faces" to delete it
    The top face of the cylinder deleted, giving the shape of a tumbler

Next we'll give it thickness.

Press Tab to return to Object Mode, then press Ctrl + A and choose "Scale" to apply the scale. If you don't lock in the size you just changed, the thickness will come out uneven from one direction to another.

Then, in Modifier Properties (the blue wrench icon), choose "Add Modifier" then "Generate" then "Solidify," and set "Thickness" to around 0.02.

The Solidify modifier giving the tumbler thickness

Add a "Bevel" the same way, with Amount at around 0.005 and Segments at 2, to round the rim slightly.

The Bevel modifier rounding the edges of the tumbler

Finally, let's smooth out the faceted look of the surface. From Add Modifier again, choose "Normals" then "Smooth by Angle."

That alone won't make it smooth. Tick "Ignore Sharpness" in the Smooth by Angle options.

The Smooth by Angle modifier added with Ignore Sharpness ticked, smoothing the transitions between faces

Setting up the glass surface

With the tumbler selected, switch to "Shading" in the tabs at the top of the screen. The 3D viewport in the Shading tab has its own display setting, separate from the Layout tab, and starts in Material Preview. Use the icons at the top right of the 3D viewport to switch to Rendered view.

The tumbler has no material yet, so click "New" to create one. Creating the material places two nodes automatically: the Principled BSDF and the Material Output.

To make glass, you use the "Transmission" settings. Unlike Base Color, Roughness, and Metallic from the previous article, "Transmission" starts out collapsed. Scroll down the Principled BSDF node's options and click "Transmission" to open it.

The Transmission section opened on the Principled BSDF in the Shader Editor

Set "Weight" inside it to 1.0. Set these three on the same node as well.

  • Roughness: 0.05 (a smooth surface; higher values give frosted glass)
  • IOR: 1.45 (the index of refraction, which sets how light bends)
  • Metallic: 0 (glass isn't metal, so leave it at 0)
The Principled BSDF node in the Shader Editor with Transmission 1.0, Roughness 0.05, IOR 1.45 and Metallic 0

Transmission at 1.0 still isn't transparent

Take a look at the tumbler at this point. It's only reflecting light off its surface; it isn't transparent.

The tumbler with Transmission at 1.0, reflecting at the surface with nothing showing through

Transmission switches the surface to one that lets light through. But the calculation for light actually passing through the glass is off by default in Blender, so all you're seeing right now is the reflection on the surface. That's why setting up glass in the nodes isn't enough to make it transparent.

Making the glass transparent

To make the glass transparent, turn on settings in two places: Render Properties, which applies to the whole scene, and Material Properties, which applies only to this glass. One without the other has no effect.

Render Properties

Open the camera icon (Render Properties) and tick "Raytracing." It's the system that calculates how light passes through the glass and bounces off its surface.

Raytracing ticked in Render Properties

Material Properties

The material-side settings aren't on the nodes in the Shader Editor. Go back to Material Properties and open "Settings" then "Surface," near the bottom.

Settings then Surface opened in Material Properties with Raytraced Transmission ticked. Thickness is still at its default, Sphere
  • Render Method: leave it on "Dithered" (no change needed)
  • Raytraced Transmission: tick it
  • Thickness: choose "Slab"

For Thickness, the official manual explains that a rounded shape such as the tumbler in this article is better suited to "Sphere." When we tried it ourselves, though, "Slab" came out more clearly see-through, so that's what this article uses.

Staying in Rendered view, take a look at the tumbler.

The finished glass tumbler, with the coffee cup behind it visible through the glass

The tumbler that showed only the reflection on its surface a moment ago now shows through to what's behind it.

Settings summary

Here are all the values set in this article. If the glass isn't transparent, compare them against your current settings.

Setting Value Where
Solidify: Thickness 0.02 Modifier
Bevel: Amount / Segments 0.005 / 2 Modifier
Smooth by Angle: Ignore Sharpness On Modifier
Transmission → Weight 1.0 Principled BSDF
Roughness 0.05 Principled BSDF
IOR 1.45 Principled BSDF
Metallic 0 Principled BSDF
Raytracing On Render Properties
Render Method Dithered Material → Settings → Surface
Raytraced Transmission On Material → Settings → Surface
Thickness (material setting) Slab Material → Settings → Surface

When the steps you find online look different

Search for something like "Blender glass not transparent" and you'll find steps such as "tick Screen Space Refraction" or "set Blend Mode to Alpha Blend." Those options were renamed and moved when Blender 4.2, released in July 2024, changed how EEVEE works.

If you can't find the options from steps you found online, see the supplementary column "Option names before Blender 4.2"

A checklist for when the glass won't turn transparent

If the glass won't turn transparent, work down these six checks.

  1. Is the viewport in Rendered view?: it's the rightmost of the icons at the top right of the 3D viewport
  2. Is Raytracing enabled in Render Properties?
  3. Is "Raytraced Transmission" enabled in the material?: you need both this and the render side. One without the other has no effect
  4. Is Render Method set to "Dithered"?: "Blended" can't use Raytraced Transmission
  5. Is Thickness under Settings then Surface set to "Slab"?: left on "Sphere," it may not come out clearly see-through
  6. Is Metallic set to 0?: at 1 it's treated as metal, so it won't become transparent even with Transmission set

If that doesn't solve it, see the supplementary column "How to narrow down the cause"

What to do next

In this article we looked at how material nodes work while building a glass tumbler.

  • Each material node has its own defined role and passes its result on to the next node
  • The Material Output is the final destination, and whatever reaches it is what Blender renders
  • If the link isn't connected, your settings won't show up on screen
  • Glass becomes transparent once both the render side and the material side are set

Next, we'll cover textures. We'll build a wooden table under the coffee cup and use images to create its surface. A single wood-grain image isn't enough to make it look like wood, so we'll layer several images to get closer to the real thing.

Next article: Blender Texture Basics: Base Color, Roughness, and Normal Maps

Frequently asked questions

Q. What is the difference between Material Properties and material nodes?

A. Both are places to set up the same material. Material Properties lists the settings you use most often, while material nodes let you build up the look by connecting nodes. Settings that appear in both are linked, so the result is the same whichever one you change. Some settings only appear in one of them, though. "Raytraced Transmission," which we used in this article, can only be set in Material Properties. For a side-by-side look at both, see the supplementary column "Material nodes and Material Properties."

Q. I deleted a material node by mistake. Can I get it back?

A. Ctrl + Z will undo it. If you deleted the Principled BSDF, add it again with Shift + A, then "Shader" then "Principled BSDF," and connect the "BSDF" socket on the right of the Principled BSDF to the "Surface" socket of the Material Output to get back where you were.

Q. After connecting a link, I can no longer edit that value.

A. Nothing is broken. While a link is connected, the node on the left is what decides the value. Remove the link and you can set it yourself again.

Q. I set Transmission to 1.0, but the glass still isn't transparent.

A. You are seeing surface reflections only, because the calculation for light passing through the glass is disabled. Enable both "Raytracing" in Render Properties and "Raytraced Transmission" in the material. One without the other has no effect. Also check that the 3D viewport is set to Rendered view. If there is little around the object to reflect, it may not look see-through even once it's transparent. See "Making the glass transparent" for the full steps.

Q. Should I choose Sphere or Slab for Thickness?

A. This article uses Slab. Blender's manual recommends Sphere for rounded shapes and Slab for very flat or thin ones. However, in our Blender 5.2 test, Slab produced a noticeably clearer result even on the rounded tumbler used in this tutorial. Try switching between the two and compare them yourself.

Q. I can't find the "Screen Space Refraction" option that tutorials mention.

A. Blender 4.2, released in July 2024, changed how EEVEE works, and this option was renamed. It is now "Raytraced Transmission," under "Settings" then "Surface" in the material. "Blend Mode" was likewise replaced by "Render Method." The supplementary column "Option names before Blender 4.2" has a table.

Q. How do I make frosted glass?

A. Set Transmission to 1.0 and then raise Roughness. The closer to 0, the clearer it is; the higher you go, the more what's behind it blurs.

Q. Why does glass look different in EEVEE and Cycles?

A. Because they calculate light differently. EEVEE, which this article uses, puts speed first and simplifies how it calculates reflections and refractions. Cycles calculates the way light moves in finer detail, so even complex reflections and refractions come out more accurately. The difference shows up most where several layers of glass overlap. For more on rendering, see "Blender Rendering Basics: Reducing Noise and Shortening Render Time."

Supplementary columns

Material nodes and Material Properties

In the previous article, we set color and finish in Material Properties, on the right side of the screen. Let's put that side by side with the material nodes we've used in this article.

The Principled BSDF node and Material Properties on the right of the screen showing the same settings

Compare the Principled BSDF on the left with Material Properties on the right. Base Color, Metallic, Roughness — the same settings are lined up in both.

Change the color in Material Properties and the color on the material node changes too. That's because the panel on the right shows the Principled BSDF's settings as they are. Whichever one you change the value in, the result is the same, so use whichever suits you.

How to narrow down the cause

If "A checklist for when the glass won't turn transparent" didn't solve it, check these as well.

When the glass doesn't look see-through

  • Is the render engine set to EEVEE?: it's at the very top of Render Properties. Cycles calculates light differently, so glass is set up differently too. The options used in this article only appear in EEVEE
  • Is the Base Color dark?: Base Color affects the color of glass too. Start with white to check
  • Is Roughness too high?: close to 1 gives frosted glass, and what's behind it blurs
  • Is an Environment Texture (HDRI) set in the World?: with nothing behind the glass, you can't see the effect even when it is transparent. That's why this article loads an HDRI and puts the cup beside the tumbler

Is the Principled BSDF connected to the Material Output?

As we saw in "What material nodes do," a removed link turns the object pure black. Links can come away while you're moving nodes around.

Build something that definitely works first

Set the tumbler aside for a moment and add a new sphere.

  1. Press Shift + A and add "Mesh" then "UV Sphere"
  2. Add a new material and set Base Color to white, Metallic to 0, Roughness to 0.05, IOR to 1.45, and Transmission Weight to 1.0
  3. Under "Settings" then "Surface" in the material, set Render Method to "Dithered," enable Raytraced Transmission, and set Thickness to "Slab"
  4. Enable "Raytracing" in Render Properties
  5. Place a colored plane behind the sphere
  6. Switch the display to "Rendered"

If this sphere turns transparent, Blender's settings themselves are fine. The cause is on the tumbler's side.

From there, compare the sphere's settings with the tumbler's and look for what's different.

When the shape (the mesh) is the cause

With a model you built yourself, there are a few other possible causes.

  • The faces are inside out: enable "Face Orientation" from "Overlays" at the top right of the 3D viewport and the outside shows blue, the inside red. If red is facing out, select everything in Edit Mode and press Shift + N to fix it
  • Faces are overlapping: repeated extrudes and solidifies can leave two faces in the same position. Select everything in Edit Mode and run "Mesh" then "Clean Up" then "Merge by Distance"
  • The scale hasn't been applied: press N to check the scale, and if it isn't 1, press Ctrl + A and choose "Scale"
Option names before Blender 4.2

Blender 4.2, released in July 2024, changed how EEVEE works. Tutorials written before that use option names that no longer match what's on screen.

The underlying system changed, so this isn't a strict one-to-one mapping, but as a rough guide it converts as follows.

Option before Blender 4.2 Current option
Screen Space Refraction Raytraced Transmission
Blend Mode → Alpha Hashed Render Method → Dithered
Blend Mode → Alpha Blend Render Method → Blended
Screen Space Reflections → Refraction Render Properties → Raytracing

Even when steps you found online tell you to use "Alpha Blend," don't convert that straight to "Blended." The table maps it that way, but the current "Blended" can't use Raytraced Transmission. You'll get something semi-transparent, but light won't bend, so it reads more like cellophane than glass. For glass, leave it on "Dithered."

Different kinds of glass

What we built in this article is thick glass, like a tumbler. Thin glass, like a window, is set up a little differently.

Thin glass (windows and the like)

When you're making glass from a single face with no thickness, tick "Thin Wall" on the Principled BSDF. Then, under "Settings" then "Surface" in the material, set Thickness to "Slab."

That treats it as a thin panel. There's no need to add thickness with Solidify, so windows and sheet glass are easier to build this way.

Thick glass (the tumbler in this article)

The official manual explains that "Sphere" suits rounded shapes and "Slab" suits very flat or thin objects such as panes of glass and blades of grass. The tumbler in this article is a rounded shape, so going by the official guidance you would choose "Sphere."

When we tried it ourselves, though, even a rounded shape such as a tumbler came out more clearly see-through with "Slab," which is what the main part of this article uses. It's worth trying "Sphere" and comparing the two.

There's also a dedicated "Glass BSDF" node

There is a node dedicated to glass, the "Glass BSDF." Add it with Shift + A then "Shader" then "Glass BSDF," and connect it to the Surface socket of the Material Output to use it.

It has only three settings — Color, Roughness, and IOR — so it's simpler than the Principled BSDF. That said, the Principled BSDF is easier to work with when you want to adjust things like color and coating together, which is why this article uses it.

It's also good practice at adding a node and reconnecting links, so do give it a try.