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The new translucency modes perform actual volumetric multibounce scattering inside the object, therefore they are influenced by the actual geometry quite a bit. Widely used “cheats” like smooth surface normals may not be enough for low-poly meshes, especially with small scatter radius. In this case, subdividing the mesh either using V-Ray subdivision or e.g. the Turbosmooth modifier improves the results. V-Ray subdivision is slower to render, but is able to tessellate the mesh in a view-dependent manner without having to guess the number of subdiv iterations. |
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