cancel
Showing results for 
Search instead for 
Did you mean: 

Blender Discussions

plasmapeppers
Adept II

Ray Depth & Glass Transmissions

Ray Depth. RPR for Blender has some nice ray depth settings just like any other rendering engine. However, they refuse to go above 8. They will play nicely from 1 to 8, but any additional rays are ignored after 8. 

Max Ray Depth of 1 on all settings:

pastedImage_1.png

Max Ray Depth of 4 on all settings:

pastedImage_2.png

Max Ray Depth of 8 on all settings:

pastedImage_4.png

Max Ray Depth of 16 on all settings:

pastedImage_5.png

Hmm. Exactly the same as 8, but still full of nasty black patches. I am not sure if this is a feature request or a bug report, if the former then additional ray depth really really needs implemented or if the latter it would be very very nice to have it fixed. Behavior is exactly the same on CPU, GPU, or both together. Scene file is attached. 

Hardware:

2018 Mac mini i7-8700B 32GB

Razer Core X eGPU with AMD Radeon VII 16GB 

macOS 10.15.03 Catalina (issue has been reproduced on 10.14.5 Mojave) 

3 Replies
david_s
Miniboss

Hi plasmapeppers,

Thanks for reporting. I can confirm this on my side as well. I'll go ahead and provide this information to developers.

0 Likes
plasmapeppers
Adept II

According to Brian via the ProRender Discord: 

The "glass" BSDF gets translated to pure refraction in RPR (you're missing internal reflections in that scene). If you use Uber with reflection and refraction (as you should) you will see it correct.
Cycles might treat the glass shader as reflection + refraction. I dunno. We are pushing people to use principled or Uber

Thanks for the help!

I also updated the glass shader to do reflection + refraction in the future.  

0 Likes