
If your character is not reflected by these surfaces, it can be a distraction. Lots of HDRIs include water, wet surfaces, glass, glossy floors, shiny metals, and plastics. Reflectors offer a more robust way to 'ground' your character within the scene.
This is useful if you want a character to stand behind an object such as a vehicle, pillar, table, wall or window. They are meant to mimic the shape and material properties of scene objects that your character/prop will interact with, or position behind.
Occluders are similar to shadow catchers, but also catch a small amount of reflectivity. This is useful if you want a character to sit on a chair, lay on a bed or cast shadows onto a wall. The provided props allow you to mimic the shape of scene items and cast shadows onto them. If you want to cast shadows anywhere else though, you can use Matte shadow catchers. Daz Studio already provides a Draw Ground feature which provides ground shadowing. They work in a similar way to the 'Draw Ground' feature in Iray, but with an extended range of features (such as reflectivity) and an extended range of shapes. All three prop categories use the scripted Matte function in Iray, which hides any geometry behind the Matte object whilst still catching shadows or providing reflections. Included are Shadow catchers, occluders, and reflectors. Have you tried getting the effect you're looking for with spotlights, and the colored shadow projected onto some actual geometry (instead of the DAZ ground shadowcatcher)? My only guess about what's going on in your renders is that it's a problem relating to the lighting HDRIs and ground/shadowcatcher rather than the shader.Iray HDRI Toolkit is a collection of tools that allows your characters and props to further interact with your HDRI backgrounds. I tried turning the "Caustic Sampler" option on and was disappointed that it didn't look any different to me.
These tests are with default render settings. Also, here are the settings for the blue glass shader, shouldn't be anything surprising there though. The third image is the same as the second, but with the sun enlarged to soften the shadows and the blue projection. Here it is lit with an HDRI, and then on a white plane with sun/sky for light. I'm using a 1 foot diameter sphere with the Glass - Solid - Light Green shader, and the only change to it is that I made the transmission color a vivid blue instead of light green. Hi Andy, colored glass is working for me on a sphere.