Ok, this is a test render for my scene. For all those people complaining about noise, jaggies etc.
This has Global Super Sampling (Adaptive Hamilton) + Multiresolution Adaptive Antialiaser + 250 rays/sample
Render time is _THIRTEEN HOURS EIGHT MINUTES_.
must be all that refraction anti aliasing
The refraction material is a blend of a primary refracted, transparent object with reflections (raytrace, non HDRI) plus refraction (no self refraction because that makes the render time huge and would probably take 40hours to render) and a smoke bump map. The blend mask is a larger smoke map, with the material highlighted being a more glowey colour than the base. The bubbles are PFSource objects however no collision is calculated (not that you can even tell anyway) with a fresnel falloff opacity/self illumination map.
I removed the glow from the monster in the tube (after all that hunting for a solution!) because the Refraction screws with the glow, meaning it glows where the object REALLy is and not where the object is refracted to on the final render (If anyone knows a fix for that please let me know).
Polygon count so far, 74k