Hi, just wondering if there’s a specific benefit to using the Pricipled BSDF node over the Glass BSDF node when creating a glass shader?
Thanks!
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To the best of my knowledge, there’s one main reason: Changing the Color
of the Glass BSDF will also tint the color of the reflections — which is not physically accurate.
Using the Principled BSDF (with the Transmission
weight set to 1
) and changing the Base Color
will correctly change the color of the glass, while leaving the reflection tint unchanged – so you essentially get the best of both worlds.
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Principal BDSF gives you PBR results. In other words a more realistic glass material. Glass BDSF is quicker to calculate, but not as realistic.
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