Glass with refraction, dispersion, light emission and reflection. How to make?

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).

Want to replicate this: https://www.nvidia.com/content/dam/en-zz/Solutions/geforce/ces/gaming-laptops/geforce-rtx-30-series-laptops-dynamic-boost-looping-video.webm

  • Cycles (512 samples, still too noisy and time consuming);
  • EEVEE (128 samples, either no refractions, or no reflection).


Is this enough close to the reference?
I use gradient texture for emission, bevel a bit the cube, and use object with emission under the big cube.

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.

3 Likes

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.