I was playing with refractive materials and got a nice shader going but when I apply it to a high poly model the render comes out with white squares in it. I have tried increasing the depth to 32 (far more than necessary?) and they still appear. Does anyone know how to fix this?
The material is a dielectric with a volume shader and I'm applying it to the stanford dragon as a test for what it would do on a high poly model purposely. I have just automatically unwrapped the dragon in case it was a uv problem, but it doesn't seem to be that.
Any help would be great.
Edit: it seems to have something to do with the final gather setup.. and renders better with final gather off, but if I were to have final gather on, what settings would I have to incorperate in order to have this render properly? I need some tips.
Edit2: Or not.. I just tried again to turn final gather off and with 32 max depth and refractions again and I had one render without the squares previously and one render now that has them.