i'm doing some tests on mantra shaders, espacially on reflective / refractive shaders.
Reflections seems to works pretty well, but I have some issue on refractive shaders :
I tested a principled shader, with IOR 1.5, no reflectivity, fully refractive, and several roughness settings (0, 0.2, 0.4, etc).
I used a environment light with an HDRI only.
When I render the balls, I have black parts appearing inside the sphere.
It's not coming from the limits (I've left the setting to 10).
I think it's a GGX model. I don't know why, since you put fully refractive shader without fully reflective, it creates black parts.
The only solutions I found were :
1) Use a classic shader and change the refractive model to Phong. But the refract result is not the same. (the roughness is different)
2) Change the envlight rendering mode to “Ray Tracing background”, but when I use this mode, I lost the background and extra image plane passes !
3) I tried to create a geolight with a sphere, and assign a self-emissive shader on it, but same, I lost the passes.
So, I don't know if there is an option somewhere that I don't know, or if it's simply impossible to render a principled shader fully refractive without reflections.
Any help would be appreciated !
Thanks !




