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Mixing it with transparent shader worked !. I was looking way much hard on it the answer was simple Thanks @Chris


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Set Blend Mode in material to alpha blend and shadow mode to alpha hashed. or try this:


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If you want to do it all with a shader, you could do something like this. All I did was make some vertical stripes with a Wave texture (I isolated the X and Y and normalized them so there would be 2 "banks" of LED's). All I did after that was make a mask for where the lights will go (vertically) and use that as a mix factor between a Glass Shader ...


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You should set up output node to All (or cycles), it will not be used in Cycles without this setting


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Link to Gabe's (@BettiniGabe) tweet Made this (mostly) physically-based dispersion shader as a modification to a dithered dispersion shader @ParallelMayhem made. This method (first) is more realistic and has an infinite level of detail rather than the 3 levels of detail with traditional rgb method (second) In these days it is an active thread (contributed ...


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Interesting question. I think it'd be near impossible to do this as accurately as mixing glass nodes, but if absolute realism isn't your aim then of course your options open up. Using a procedural texture at very small scale I was able to get this effect in cycles: Although this is definitely not an accurate way of doing it, it does appear to be somewhat ...


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You plugged your Transmission map into Alpha input. Alpha input considers white color as opaque.


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my node set up for transparency in cycles. hope this helps


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