Intersecting transparent object causing artifacts in cycles When two objects -one of them transparent- intersects it creates some artifacts visible even in the alpha channel. Even with 1024 transparent bounces the artifacts remain.



In the example file there are two cubes in the same position, one transparent and one emission.



What is causing this? Any way to get rid of this artifacts?
This is a limitation of many render engines. In OpenGL/DirectX applications it is typically known as z-fighting. The simple answer is to not do this - don't put two surfaces in the exact same place. This is a scenario that's impossible in real life (no two solid objects can share the same location) and therefore typically not taken into account when designing render engines.