Thanks AAAron! Couldn’t have said it better ![]()
Cheers,
Thanks Thomas 
Anyway, mailed techsupport and got an answer from Fred the next minute! that they will “try to get to the bottom with it”
AAAron, I emailed them as well and Fred said he had “alerted the programmers.”
Chikega, I think in certain spots on that mesh the number of surfaces a ray has to potentially travel through is pertty high. The render shows that the shadow artifacting is pretty much confined to the right side of the mesh which is very curious. You know, you could always download the scene file and take a gander yourself.
I realize you and everyone else are quite busy though!
FYI, from Fred:
“It turns out it’s not a “bug” exactly, it’s just a limit that was put in to prevent renders from accidentally taking too long. The renderer was set to a maximum of 6 ray depths. However, the next update will have a control for the user to set a number-- plus it will now default to 8 instead of 6.”
Ah great!
So one by one we are getting rid of those clever fixed thresholds … :rolleyes:
![]()
Now splitting the ray depth for reflection and refraction combined with a max total value should be next…
:applause:
Cheers,
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