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The Refraction depth parameter puts an individual cap on how many times a refraction ray can bounce or pass through objects The Combined depth parameter specifies the maximum limit for global illumination, reflection, and transmission/refraction rays combined. This means that if the individual depth value for global illumination, reflections or refractions is higher than the Combined Depth the resulting render will still be capped at the Combined Depth value. For example, let's say that reflection, refraction and combined are all set to a value of 10. If a ray has already been reflected 8 times, then it can only be reflected or refracted 2 more times because the combined trace depth is 10. The Transparency depth parameter puts an individual cap on how many times a transparency ray can pass straight through objects. Transparency is utilized for things like Opacity in the Redshift Material to go much deeper and render much faster than refractions.
It was very nice to watch a video from a person who really understands the subject he is talking about. Thank you very much for the constructive.
Liked + subscribed. Please continue 😄
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can you expand a bit more on the combined trace depth and why that number is not added refl+refr?
The Refraction depth parameter puts an individual cap on how many times a refraction ray can bounce or pass through objects
The Combined depth parameter specifies the maximum limit for global illumination, reflection, and transmission/refraction rays combined.
This means that if the individual depth value for global illumination, reflections or refractions is higher than the Combined Depth the resulting render will still be capped at the Combined Depth value.
For example, let's say that reflection, refraction and combined are all set to a value of 10. If a ray has already been reflected 8 times, then it can only be reflected or refracted 2 more times because the combined trace depth is 10.
The Transparency depth parameter puts an individual cap on how many times a transparency ray can pass straight through objects.
Transparency is utilized for things like Opacity in the Redshift Material to go much deeper and render much faster than refractions.
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