Hi! Wanted to ask pros how to replicate this render in cycles (or eevee if possible). That’s a glass shader with refraction, little chromatic abberation or dispersion, emits light without loosing glass characteristics, and can be reflected on other surfaces (had problems with reflections of glass in eevee).
For have a quick render time, I use 256 samples, adaptative sampling to 0.01 and Super Image Denoiser.
To better match the reference, you need to ajust all the parameter of the sahder and to add a bit of glow in the hight lights in compositing.
You gave answer to something differen, but it works perfectly fine!
Turns out I didn’t try Principle BSDF Transmission in cycles, it came to be really different from Glass BSDF and works ~exactly as I wanted it to work.