Playing around with the Principled Shader Node in 2.79rc2, wanted to try something opal-like. Figured I could do it with volume nodes, couldn’t get that to work. This is four different randomized-vertex reflective quadspheres in a quadsphere globe with Transmission of 0.5 – used 2.79’s render-layer denoising on 230 samples.
Latest attempt at an opal effect, Cycles, 64 samples with compositor denoising in 3.0.0 alpha 2021-09-01 16:47. The inner flakes are a distorted cube, distributed via geometry nodes (method here, thanks @Xeofrios), with a simple iridescent material. The containing object material is a Principled BSDF shader with both Transmission and Transmission Roughness at 1.000.