When you select Thin
Walled, transparent objects are treated as
infinitely thin surfaces with no internal volume. When you disable
Thin Walled, objects are treated as if
they have internal volume. Transparent objects appear differently
based on how light is bent, scattered, and absorbed within
them. Thin Walled objects are much
faster to render. Windows, for example, are usually very well
approximated with a thin walled material, as the glass is very
thin and refraction is hardly noticeable. Parameters such as
Attenuation Color,
Attenuation Distance,
Subsurface Color, and
Subsurface Anisotropy do not affect
the appearance of objects when you enable Thin
Walled since they apply to how light behaves
inside an object.
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