Modelled a green glass bead in #Blender. Look not too bad but the image is still a bit noise because I used to few path samples.
But the main feature I played with is render-time mesh subdivision. The true mesh geometry is the polygonal one (first image) and a smooth version gets computed on the fly during rendering (second image).
This is still an experimental feature which has to be enabled explicitly (and for cycles only).
chaos.social – a Fediverse instance for & by the Chaos community