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?