In the material properties tab (next to main viewport), with the material selected, scroll down until you see Blend Mode and Shadow Mode (under Settings). Set Blend Mode to Alpha-clip, Alpha-hashed, or Alpha-blend (play and see what looks best).
The other controls the shadows created by the transparency. Also, play around to see what looks best, or just ...
The normals of the faces were facing inwards.
Solution: "Recalculate Outside" by selecting all faces of the object in edit mode with A and then pressing Shift+N.
Many operations while modelling can accidentally cause messed up normals, especially if one uses shortcuts and presses the wrong keys(combinations). As face orientation is not very ...
Notice in your reference image that there are multiple light sources clearly visible through the reflection on the gold egg. With any type of reflective/metallic object, having objects/lamps to reflect is important when trying to make the object not look flat.
I made a few changes to your scene to fix up the lighting:
I enabled smooth shading and auto-...
You can either create an HDRI with a smartphone or a 3d camera for best results. That would give you a good base to work with when it comes to lighting.
Tutorial on how to make an HDRI
Another option would be to have a look at the scene you are tracking (if it is a video you took) and try to replicate the lighting according to it. That could involve ...
I checked your file and everything seems to be working fine.
With such low samples, Denoiser can introduce some artifacts, so perhaps that's what happened.
Viewport (64 samples)
Render (128 samples)
Render (128 samples) + Denoise Node
Note: This has nothing to do with physically based glass.
Andrew Price reccomends this 'Glass Hack shader' specifically for archviz renders, where caustics aren't that important. Relevant part of video here
It doesn't affect Shadow, Diffuse and Glossy rays in any way, but your camera still sees a reflection when looking at it.
Pros: Very ...
To illustrate the suggested solution using Fresnel.
Combine a Glass shader (for glass) and an Emission shader (for the outline)
Add Fresnel input to drive the visibility. Change IOR to control the line thickness.
Use Colorramp set to Constant for sharp outline edge
I think the basic node organization for glass is a mix between Glass and Transparency. The more your mix will tend to Transparency (Mix Shader value) the less it will be reflective. The Glass Roughness will make the glass more polished.
You can mix that with a Glossy Shader with a Layer Weight as factor if you want to add reflectivity on the normals for ...