Making physically-based glass without weird hacks seems really hard with cycles. Does anybody have any tips they could share with me to solve this issue? I have read every single thread available on this topic, but unfortunately nothing seems to quite work.
I keep running into problems with too much refraction at glancing angles where there SHOULD be more reflection. I understand that some refraction is physically accurate and that, at certain angles, there will even be total internal refraction, but this amount of refraction seems excessive for this angle. Please see the images below.
What I've tried so far:
(1) increased glossy and transmission light bounces to 64
(2) used light path node and math node with a mix shader to swap to a transparent shader after 20 refractions, but this seems like a cheat and I'd prefer not to use it, though it does work
(3) added a rim to the cup which surprisingly helped a lot with the excessive refractions
(4) added an edge split modifier (didn't work)
(5) changed lighting and environment (by blasting the scene with unrealistic amounts of light from all angles, the refractions start to disappear, but that's sort of a workaround)
(6) recalculated normals
If you've read this far down, I really appreciate any help that you can provide! :)