Forum Discussion
10 years ago
For that textured effect, then, you'd use a normal map. You'll want the glass to be using the "GlassForObjectsTranslucent" material (In my experience, it's the only one that supports the material entry you need), and for it to actually get the glass to blur what is behind it, you'll want that material to have the "RefractionDistortionScale" property, and a value of somewhere in the 0.15 to 0.20 range should work, depending on how drastic you want it. :)
Keep in mind, that you'll have to have some kind of texture (like that nubby-rough texture your example has) for the normal map to work, as it needs to catch the background in order to scatter it. A smooth blur, as in my second example, would be very difficult to achieve, if even possible - OrangeMitten's method would probably be the closest possible to that particular effect.
Keep in mind, that you'll have to have some kind of texture (like that nubby-rough texture your example has) for the normal map to work, as it needs to catch the background in order to scatter it. A smooth blur, as in my second example, would be very difficult to achieve, if even possible - OrangeMitten's method would probably be the closest possible to that particular effect.