This is a follow-up to the question I asked at Muddled results from many-reflected mirror which Mr. A gave a great answer to.
I've extended the set of polyhedra that I'm rendering, and there are certain ones where the Refraction BSDF shader used as one input into a Mix Shader (the other input is a mirror) results in opaque faces.
Here's a second view showing the same problem:
In the previously referenced post, the suggestion was to use a Refraction BSDF shader instead of a Transparent BSDF shader, and that in fact generally works better. But it seems to cause this problem here. If I swap the Transparent shader back in, it starts to work again - however, in general the rendering is not as good/accurate, so I don't want to go back to Transparent BSDF:
Here is the .blend
file here - note that the material in question is named Two-Way Mirror Material
: https://bit.ly/bad-refraction-shading
Any ideas / suggestions here?
Thanks very much!
Shift
+N
the shader works as expected. By the way, the normals are messed up on parts of the border/wireframe objects as well, it's not just as obvious since they don't use that refraction material. $\endgroup$