three-gpu-pathtracer
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Max distance terminated rays render as transparent when alpha is enabled
It should just terminate to black
This seems to be an artifact of affording transparent objects to render the background alpha through them and there are portions of dragon model that severely bend the light such that the background is rendered from off to the side. An option could be added to disable transparent rendering through objects?
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In blender settings you can set glass to be transparent and set a roughness threshold:
https://docs.blender.org/manual/en/latest/render/cycles/render_settings/film.html