Hey everyone,
I’m working on a high-end jewelry render in Blender using Cycles, and I’m getting close to photorealism, but I’m hitting a wall with the realistic light behavior in diamonds.
The client loves the look overall, but there’s still a slight “CG sheen” compared to the real photo. The main difference seems to come from the lack of true caustics and dispersion. Real diamonds throw beautiful, organic light patterns and sparkle variations, while my render still looks a bit too uniform and clean, especially in the stones.
I’ve tried:
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Using Glass BSDF with IOR 2.417
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Faking caustics with glare nodes and emission tricks
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Adding micro-roughness and randomized roughness/IOR via
Object Info → Random -
Creating subtle imperfections and bump maps on both metal and stones
Still, it lacks that complex internal reflection and varied sparkle that real diamonds give off.
Question:
How can I push Cycles further to achieve more realistic diamond caustics, dispersion, and light bounce?
Is there a workflow or shader trick (even faked) that gets closer to what you’d see in high-end jewelry photography?
Or is this where I have to switch to LuxCore or other renderers for true caustics and spectral dispersion?
Any advice, references, or even example .blend setups would be hugely appreciated.
Thanks!
