Hi @garyhohk ,
I think that the problem is in your Material; you are using the Ray Length output of the Light Path Node and that gives different values for the Viewport and the Camera View, so the Render (using the Camera) might give a value higher than 10, meaning, in your set up the greater than 10 Math Node gives a result of 1 and the Mix then uses the Transparent BSDF, while the Viewport might give a Ray Length of less than 10, resulting in the use of the Glass BSDF:

May I invite you to join us on the Discord Q&A Livestream tomorrow, where I am planning to explain the Light Path Node in detail (and, if time allows) give a fun modeling demo…My colleagues will also have some interesting talks and questions can be asked during the stream and (hopefully) will be answered.