Yes, thats perfectly clear especially after observing glass things around.
Thanks for pointing it out.
So basically to get transparent shadows I need to modify surface alpha?
What is the difference between alpha and opacity in VEX output?
I have an irregular glass bubble, which has some thickness so there the ray crosses 4 surfaces to get through (with refraction index = 1)
No matter how I set up ior the rendering looks surreal and incorrect.
I used “busted wonky” vex glass

, Mario Marengo glass (scene from cornell box diaries).
I was looking for a sample (to use and learn) of standard glass shader, which works ok and casts correct shadows.
Do you use vex prepared glass shaders or some compiled hard coded brainstorm thingies?
I'm comparing different renderers (mantra, mray, vray and air) and surprisingly, mantra seems to render my bubble faster than mr in xsi with proportional quality settings.