I'm trying out a method of rendering smoke in Blender Cycles through the use of Image Planes and Smoke Textures as Johnathon Lampel shows in his recent tutorial: http://www.blendernation.com/2015/07/04/faking-smoke-with-particles-in-cycles/
This is my current result:
And this is my node set-up:
As you can see, in order to prevent cycles from rendering transparent planes at the back of the particle system as black I've had to bump my Transparency
Light Path Bounces up to a Max:
value of 56
, which in turn takes a while to render (1min 56secs on half-res 10 samples).
I feel that it should be possible for Cycles to simply disregard Transparency, so instead of computing it as a bounce, it just treats it as though it's not there, rendering the smoke image but not the alpha surrounding it. As a result this would drastically save on render times.
Does anyone know if this is possible? :)
Thanks!
Camera
ray visibilty essentially stops an object being seen and rendered through the camera, is there something similar that prevents transparency from being rendered by the camera? If that makes any more sense? :/ $\endgroup$