Developed this iridescent glass shader in Maya / Redshift based on IG @odddough ‘s request at work.
- Start with the Redshift “Glass” present.
- Create a RS Fresnel and remap its values into rainbow hues.
- Optionally, if you’ve used MASH Color to have varying colorSet values for each part of your geometry like this toy gun example, you can add a Redshift Color Correction to this resulting information, remap colorSet to 0 to 360 and use it to drive the hue variance of the Color Correction node.
- Feed the resulting information into the refraction color of the Glass Material
- Increase the Dispersion Abbe number to 1 or 30 to taste, it creates iridescent refraction
- Enjoy the results!







Hi, can I get a identical effect without Redshift and just by using maya/arnold? I’m new to maya and 3d in general, but absolutely love this shader and want to replicate it for a project asap!! Thank you so much !
Yes of course! Arnold features most of the shading nodes that Redshift has too! This material involves fresnel, thin film, dispersion abbe etc. And they are all available in Arnold. Good luck!