Ohh… I was hoping this could work so that we don’t need to duplicate real geometry in such a case.
In one illustration ( woman) you see a diffuse with colorless reflection on the inside , and colored transparent with colorless reflection on the outside. (By real geometry) And it worked: I got now a dielectric, and we see a colored gloss. ( which is in contradiction with the theorie that only metals can have colored gloss.
What I tried to do ( I think I knew it wouldn’t work, but wanted to work), was to do this with nodes for 1 material. With a color ramp I tried to offset the bumpmap for each shader, but at the end it still mixes the transparent with the diffuse. I tried with add shader, but didn’t work as well.
Any idea if such a thing could be possible ? So that I don’t have to duplicate geometrie. This way we could make shader otherwise barely possible.