Refraction max depth problem

Hi guys,
I’m facing a big problem to render a curtain wall made of several glass elements. Looks like the refraction stop to be calculated after some bounces.
I alredy tried to rise the Max ray depth to 100, but the problem is always there.
Is there a way to rise the ray depth to more than 100?

I tried to test this wall on a simplified scene, with a simplified glass material (no bump), but the result is always the same..

Any other suggestion?

Thanks!




You could try to play with exit colour in dev/debug rollout and see if you’d be able to achieve better result. An option to use enviroment as exit colour, would be even better solution - i asked for this long time ago, but without much success.

Thanks! I’ll try with that..

Just to make sure: you do not have any absorption color and distance used in your glass material? (“Volumetrics and SSS” rollout)