Much the same method as yours.. A geometry-bevelled curve for the glass, with a *Solidify* modifier to make it a tube. A duplicate of the curve, with a smaller bevel, for the gas. The glass is just a standard, colourless, almost 0-Roughness, almost 1-Transmission principled BSDF. The gas uses a the 'Facing' output of a *Layer Weight* node to make the mask shown on the left, below, to mix between a *Transparent* and *Emission* shaders as shown on the right. [![enter image description here][1]][1] ..but it still takes a fair bit of tweaking to make it feel 'gaseous'.. [![enter image description here][2]][2] [1]: https://i.sstatic.net/4i559.png [2]: https://i.sstatic.net/85JLa.jpg