QuoteAs far as I know, nothing
Well, I thought that, too. There's been no mention of anything being changed in the way it's rendered in any release notes, I don't think.
So, where are these horrid black artefacts coming from? They certainly never used to be there. Look at Marlin's sphere in the first post, I can't reproduce this effect at all now with a water shader. It used to be as easy as simply flattening the wave scales, removing patch and un-checking double sided(if an imported object was used). TG spheres, though, worked fine, without any edition.
The closest I can come to it is to try and not have any sky visible in the transparency and un-checking 'visible to other rays', as was mentioned earlier by swissAdA. This clears up any black artefacts on the terrain portions of the transparency but, it blacks out the entire portion that is occupied by the sky and, yes, I've also checked this with the background node both casting and not casting shadows, as this was also a feature that was changed a while back in the default project, (something to do with the ray tracer not working correctly before if the BG wasn't casting shadows), now that this is fixed, though, the BG node is no longer set to be casting shadows as default.
I don't actually use the default.tgd myself, I have my own(in which the BG was still set to cast, I thought this maybe was affecting my results so I unchecked it, same result). I'm now testing this with factory settings, still the same results.
When no sky is visible through your transparent object(camera looking down onto the object)
AND when 'visible to other rays'
isn't checked, then, the results are quite the same as when transparency was introduced.
But, you can no longer have a transparent sphere hanging in mid-air without the refracted sky being black and, when 'visible to etc...'
is checked, the entire sphere is full of black specks...