Only when I approch an IOR of 1, then the glass becomes somewhat transparent. I also tried using a physically based material, similar issue.
In rendered mode, the behavior is completely different, both for the glass material as well as for a physically based material. The latter behaves very well in rendered mode. But I would like to raytrace.
For spheres like that you’ll get heavy lense effect. It’ll look like there is no transparency, but there is. The sphere just acts like a very strong eyefish-type lense
Also, putting it over a shadows-only ground-plane isn’t very good to show the transparency, having a good environment will show it much better.
I didn’t realize the sphere is rendered as a solid object. I was assuming it is rendered as an object with infinitesimally thin walls, which seems to be what Rendered mode is doing. Giving the sphere a thickness by means of Thickening makes a big difference. Thank you for illustrating that!
Now I wonder how to apply thickening to ephemeral objects created by Grasshopper. What works is Weaverbird’s Mesh Thicken, but that requires a plugin. (or baking, but I tend to avoid that)
Update: For Grasshopper, I realize I can use MeshDifference to create a hollow object.