Cycles: Glass not rendering as transparent in CPU mode AMD Ryzen 7 2700 8-core 4.1, 32 GB RAM, RTX 2060 (6GB VRAM)
I have a glass and transparent BSDF set up correctly in Blender, and the texture set to alpha clip, and alpha hashed for shadows. The glass works perfectly in GPU mode but is not showing the image behind it in CPU mode - simply switching from one to the other.
The scene, even with optimisations, is still too large to render on the GPU for my card. Simply switching from GPU to CPU to allow for rendering the image results in the glass/transparnet shader no longer being see-through.
Is this a bug or is there something I have missed?
This may or may not help your problem but you shouldn't use glass and transparent shader mix, instead, for realistic results, use Principled BSDF with transmission of 1, if you're using eevee, you will need to enable screen space reflections and refraction in render settings, check refraction checkbox in material settings and set refraction depth to something other than 0.