Current, I want to create glass material like this in blender. But How I can export it to .gltf or create material with threejs like below


I using this code for create material
const r = 'assets/env/texture1/'; const urls = [ r + 'px.jpg', r + 'nx.jpg', r + 'py.jpg', r + 'ny.jpg', r + 'pz.jpg', r + 'nz.jpg' ]; this.textureCube = new THREE.CubeTextureLoader().load(urls);
const glassMaterial = new THREE.MeshPhongMaterial({ color: 0xffffff, // envMap: that.textureCube, refractionRatio: 0.8 });
Instead using envMap from CubeTextureLoader, I think they generate dynamic texture by PathTracing-Renderer. But I can’t see any exmaple code in threejs 
In your case it’s best to start with a simple transparent material. Implementing a real-time see-through effect with distortions (something like this) is expensive, especially if you have more than a single window in your room. Using a static env-map might be a good compromise.
I’d recommend environment map with a bump or normal map too, when refractions are required and more than a single water surface i would go for screenspace refractions.
I exported project to .gltf format. But unfortunately not supported, then I must create material manually then replace it when threeJs on Init
Could you take a screenshot in node material (Blender 2.8) for example ![]()
Env maps and refraction can’t be exported from Blender right now, you’ll have to add those textures to your material after loading it in threejs.
I got 