Creating an absorption glass shader
We have arrived at the last recipe of this chapter. Now we are going to create a material, which involves some mathematical operation in Cycles. The absorption is a phenomenon that makes the look of a material change depending on its thickness. The idea is that when the light travels through a piece of glass, it gets weaker little by little, because of the absorption of the material. So, the longer the length of the path made by the light through the material, the weaker the ray will be when it exits on the other side. A weaker ray means less transparency.
Getting ready
The object to which we will be applying the absorption material is Glass_Artifact
. So let's select it and add a new material to it, by the name of GlassAbsorption
.
How to do it…
To create the dispersion glass, we will be following these steps:
- In the Material node editor, let's delete Diffuse BSDF and add Glass BSDF and Glossy BSDF.
- Mix the just added BSDFs with a Mix node,...