Sup!
I’m working on a personal project of mine where I want to build a landscape scene that is going to incorporate large crystal objects.
The project is also aiming for realism so I need to be able to create a believable material for said objects.
Now I have given it a quick shot a couple of hours ago but mixing SSS and Translucent, Transparent or Glass Shaders has not resulted in what I was aiming for.
Placing a light inside the half-transparent crystal did not work at all. :c

This is the kind of material I want. Maybe a tiny little bit less transparent, really just a tiny bit.
I need to get those air pockets in there and not with diffuse textures. It can also not be a bump or displacement map as I don’t want dents on the crystal but make it seem like the structure inside the crystal has imperfections, as if it was a raw material that was mined from a cave or something.
And I also want a glow that is coming from the core of the crystal as if it was charged with energy/magic.
I have searched for crystal courses in CGC but only found some that handle this topic in the concept art category.
I don’t expect anyone to be able to tell me which exact shaders and settings I need to achieve this material right off the bat, but if someone could tell me how I need to approach this sort of material, I can get to work and experiment with it.
Do I use all kinds of shaders and try to narrow them down with mix shader after mix shader until I have only one shader output to connect to the surface node?
How do I achieve that look that makes the crystal feel like a solid object (instead of hollow glass) that is partially transparent and breaks light and whatnot?
Thanks in advance and Cheers!