[GLASS SHADER DISPERSION] Cycles glass shader should have dispersion built-in

Dispersion in an RGB-based render engine will always be a hack, it might be better to wait until Smilebags and Penbem complete their work on converting Cycles to spectral rendering.

Just a thought, have you tried using the white noise node plugged into a color-ramp and into the IOR input, it is surprisingly powerful due to its ability to generate random values?

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