Notice how my render time blew out when I focused in on the glass sphere.
Go back to how a ray-tracer works... for each pixel you "render" you run a "ray" back into the scene until it hits something. If that something has a purely diffuse/specular material you simply trace back from that spot to each light (within range) in the scene and you're done. If it's transparent, you need to trace another ray back through the object until you hit something else. If it's reflective you need to trace back along the reflected ray. Glass is both, so you need to do both. Now, this process is recursive ... so when you hit glass you need to start two new rays -- one reflected and one refracted. The refracted ray will almost certainly hit another glass surface (on the way out) and that splits into two as well.
Blurred reflection and transparency are even worse. Each time you hit a blurred surface you need to fire off a bunch of new rays.
Maximum ray depth determines how many times you're willing to recurse before giving up.
So yes, rendering will slow down in specific areas where there are transparent or reflective objects.
Go back to how a ray-tracer works... for each pixel you "render" you run a "ray" back into the scene until it hits something. If that something has a purely diffuse/specular material you simply trace back from that spot to each light (within range) in the scene and you're done. If it's transparent, you need to trace another ray back through the object until you hit something else. If it's reflective you need to trace back along the reflected ray. Glass is both, so you need to do both. Now, this process is recursive ... so when you hit glass you need to start two new rays -- one reflected and one refracted. The refracted ray will almost certainly hit another glass surface (on the way out) and that splits into two as well.
Blurred reflection and transparency are even worse. Each time you hit a blurred surface you need to fire off a bunch of new rays.
Maximum ray depth determines how many times you're willing to recurse before giving up.
So yes, rendering will slow down in specific areas where there are transparent or reflective objects.