How can I implement an opaque glass material with a blur-like effect?

SImply check the loaded meshes PBR materials properties.

“I’m not familiar with PG, so I forgot about the inspector options. However, this PG still does not render its own back realistically.”


I feel that my initial question has drifted far from its intent.

The essence of my question is, “Is there a feature that allows the backside to appear realistically blurred like in real physics?”

I’ve searched in various ways, but I have concluded that it is impossible without directly manipulating shaders.

The ideal feature I was thinking of has been implemented in Three.js, so I will reference this and make an effort.

Thank you to everyone who responded, and special thanks to Roland.

Have a great day.

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