Yeah, it's regular frosted glass, which is total rendering nightmare. Last year I had big animation in Vray done, where everything was optimalized to inch, almost desperate stuff. Everything except frosted glass.... I almost lost sanity. Researched every shit under sun.
Glossy refraction is also far more expensive than translucency in every test I ever did.
The only possible solution for scenario like this, is fake frosted material. Unless you can see properly depth (some item is right behind, little bit your case too since you can see the glass structure repeating...), blurring in post-production refraction channel is one possible way,
though I don't know how well that works in animation.
There really ought to be a separate shader to do just this in rendering packages. Like Vray's FastSSS, only semi-fake frosted glass focused. Because, damn it, it's only scratched glass, it's hillarious enough we have to create that effect by blurring refraction instead of simple surface microbump.
Also this is the scenario where filtering would truly help, but adaptation would do little since it's complicated all-over. Which is why both belong to future.
Sorry not being helpful, just feeling your problem :- )
« Last Edit: 2016-01-07, 13:07:23 by Juraj_Talcik »
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