
I think you should also update this page: http://davibu.interfree.it/opencl/small ... ptGPU.html
Strange, I get good results even with a max. depth of 6-8. I'm using a glossy reflection (hard-coded to white color) and glossy transmission BSDF. Scattering/absorption is enabled when you get into the sphere and disabled when you get out.D-POWER wrote:By the way, what's the maximum depth did you use when rendering SSS? In my implementation https://github.com/D-POWER/vpath, I noticed that small values didn't work and I needed to use like 100 or even 200 as the maximum recursion depth.