I’m trying to create a glass material that is physically accurate for my architectural renders.
I’ve seen that the most common method for creating glass involves the light path node.
But none of these create actual caustics on the surface behind the object. For example, the scene attached shows a sphere made of glass using the light path node.
Light makes it through, but isn’t focused behind the sphere like one would expect in the real world. This use to be possible using the ‘Filter Glossy’ setting on the render panel, that that doesn’t seem to have any effect anymore since Blender 2.72.
Does anyone have a node setup for physically accurate glass? Or is this an issue in the software?