Physically Accurate RGB Caustics

Anyone ever run across a video or .blend where someone has figured out a way to effect realistic RGB caustics? I can imagine methods for faking this, but I’d like to have a node group that takes any light source and breaks it into it’s constituent colors then accurately represents them in the caustics of glossy, glass, anostropic materials.

Nodes:

Emission Shader > Separate RGB > ? (How to get the correct vector that define which color is reflected/represented)

Glass Shader color > Math Node blend value? ? > Light Path is?

Does this make any sense?

I would suggest to use Luxrender or Yafaray to get good results!

cycles does not like Color refraction or Caustic !

happy bl

Oh thanks. I’ve never gotten those to work with blender before. Pain in the butt.

there may be some fake things but does not work that well and not easy to get real physically correct

but other soft are more geared to do that !

happy cl