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Note |
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If using a value between 0 and 1 (or a pattern with middle gray values) you will notice noise by default since we use a stochastic sampling technique. However, integrators allow for smoother effects by specifying a depth in the Stoachastic Stochastic Opacity Depth parameter. Where each intersection counts as a depth limit. This will be explained below. If rendering thick glass, presence is ignored as we need to know when we enter and exit a volume. A cutout here could cause issues with that condition. |
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- If using cached, decrease the micropolygon length to create smaller microplygons micropolygons and therefore more detail
- You may switch from cached to non-cached and instead evaluate with each shading sample, this could be expensive but it is "easiest" as a solution
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