I have tried to find my doubt everywhere and I haven’t find anything, so I have decided to post my doubt here. I hope someone can help me
I have an scene with 5 cubes one inside the other. All the cubes have a Transparent BSDF shader in the material, and the biggest cube has a texture applied to the shader. As It can be seen from the images, the area of the last cube appears black in the rendering because the maximum transparency bounces is set to 8 (default).
My doubt is:
In the render it can be seen that all the area of the last cube (the smallest one) appears in black, but, from what I understand from blender wiki (http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Light_Paths in Transparency) that should not happen. What should happen is that all the faces before the maximum number of bounces should contribute to the pixel color, except the ones above the maximum. So, I should be able to see in the black area of the last cube the texture from the first cube.
Is this a bug? Exist a fix for this? Is it made intentional to be diferent as wiki specifies?
Of corse I know that if I increase the maximun number of bounces I would not have the problem, but the thing is that I want to control the maximum bounces in other works (the cubes are just an example) where there are a lot of faces overlapped and I am just interested in rendering a specific number of them.
I am not sure about if I have been enough clear with this. Tell me somehing if you don’t understand me.