The glass material is a standard blinn with a dielectric_material connected to the mentalray material shader (in the blinn's shading group) with a dielectric_material_photon connected to the photon shader. I also tried to set the glass as a 'L-Glass' shader, but had similar results.
If I had to guess it would be something amiss with the refractivity, I set the mentalray settings to production quality with 10 for both reflections & refractions.
Any suggestions would be great, I'd be happy to explain the shader setups in detail if need be.
Thanks,
Dave.
PS: Just a thought - would rendering out in layers make any difference??
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