Glossy reflection of a semi-transparent texture- botched

Hello!
Here’s a reflective sphere.
There’s another sphere to the left and there’s a plane with a semi-transparent texture in the front. I’ve disabled shadows to help illustrate the point.


Here I’ve made the reflection glossy (0.7 gloss). The reflection of the world and the sphere is blurred correctly, the reflection of the transparent texture is botched :confused:


Increasing the ray-depth of either/both of the reflection or the transparency didn’t help. Neither did fiddling with the threshold of the gloss. Do you guys have any ideas or is this a bug?

P.S.
While we’re at it, I might as well ask: no matter what I do, I can’t get rid of this faint edge around the transparent plane when it’s agains the world background.

Attachments


Ah, actually mirror + transparency seems to cause problems in most cases.
Here’s a triple SSS skin material with nodes. One of the nodes has mirror on (gloss at 1.0). The problem is visible here too. This is infuriating!

http://blenderartists.org/forum/artgoblin.pl/upload/8-skin.jpg

Post a Blend

Here goes:
http://artgoblin.pl/upload/mirrortranspproblems.blend

I hope it works well enough to demonstrate the problem.

Do you really need to use ray-traced transparency, instead of Z buffer based?

I suppose that in my current case I don’t. But next time I’ll want to have a rough reflection of something made of glass and I’m screwed :confused:

Not necessarily, I was able to get this test file to work, but I’m not sure how. Some odd behavior going on due to your node based material tree.

I don’t think material nodes are getting much love these days with Cycles and all. But you might be best off to upload this to the bug tracker.

Attachments

mirrortranspproblems_fixed.blend (714 KB)


Well, then it’s probably a good thing that I’ve only just returned to Blender and never really learned nodes. But then I assume Cycles isn’t fully functional compared to Internal?

And sadly all you did there was disable the mirror on the skin. Thanks for checking the problem out though!