The model in question is the glass envelope of a 9-pin vacuum tube. It's solid. All facenormals are correct. World scale is very close to 1BU=1m Indigo. The IoR is a nice basic glass, 1.5. The test renders are just a UV plane, a sunsky light, and the lower half of the envelope fed to Bidir MLT...
I try the faces solid. It's fragmented as expected (gorgeous caustics!). Considering it is subsurf'd to 200k faces it should look better than it does - But - it behaves as you'd expect.
I set the faces to smooth, and all hell breaks loose. Just look at that mess.
Just for shits and giggles I'll include a basic blendternal render, both mirror and transparency set to 10 and faces smoothed. I really hate it when blendternal looks better than Indigo.
What exactly is up here? Why can't I DO this? Do I have to cheat? Do I have to set the glass to some IoR that's not physically correct, say 1.05, to get it to look right?
Frustrating me to the point of screaming. ARGH!
