EEVEE and Cycles render refraction very differently. At 0 IOR, EEVEE’s refraction looks awesome!
In Cycles, it just renders black
At values greater than 10, EEVEE just stretches it out over the object…
While Cycles does something weird that has a correlation to the object’s topology
Is the nature of Cycles as a path tracer or how the shaders are programmed just make this an idiosyncrasy of the engine, or is there something I can do to make it more controllable? Or is there a workaround using normals? I really like EEVEE’s <1 IOR effect, and would like to somehow recreate it in Cycles.