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


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


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 ...


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


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 ...


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 ...


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


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

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