RS refraction Trace depths, anyway of avoiding terminating to black?


Hi, I’ve got a glass shattering scene. Glass looks lovely when solid but once smashed I can’t seem to ramp up the reflection / refraction depths up high enough without shards terminating to black.

Is there a work around?

I mean from a nerdy point of view its interesting that it hasn’t managed to refract more than 32 times, but who needs nasty black bits in their final render

Is there a way to get it to just stop trying after 32 bounces and give me the image as it stands


Do not use refraction depth at all, problem solved.