In 3d works I've generally observed a tendency to either go realistic (correct light simulations) or simplified shading. Both of these viewpoints misses the surreal possibilities regarding optics. Any complex rendering engine is riddled with settings that can be tweaked in different directions than intended use. Most of the work I've published here was concerned with -pushed settings-.
I tried the idea to apply a fresnel behaviour in normal channel. This sim mesh with standart materials renders quite smoothly. When normals are used with fresnel, due to light simulation thinking polygons are facing completely different angles than they actually are, weird triangle patchings show up. Also all channels follow suit, both refraction and reflection gets calculated abnormally. These create impossible optical perception where dimension/directions become hard to comprehend.