Creating a transparent bottle

Hey all

I’m trying to create a transparent bottle

I’ve created my mesh in Blender, imported it into Unreal and then I’ve created my materials in Unreal Engine

However I can’t get it to work as I would expect

Here’s how far I’ve gotten so far

You can see it has a metallic lid material which works just fine - but when I apply the relatively straightforward glass material to the bottle I just get this white texture

As you can see the glass material does seem to ‘work’ - as when I apply the material to the standard cube it appears to be rendered just how I would expect, but applying it to the bottle does nothing

I’ve tried other transparent materials as well - such as the red one shown but again I see the same issue

Any suggestions would be very welcome

It sounds like the bottle UVs aren’t right.

Can you show them in the static mesh editor? ( channel 0 )

Ahh ok!

I think you’re correct

There’s a lot of mess and red there

This is the first static mesh I’ve created that I’ve imported

I’ll poke around in Blender and see then Unreal and see if I can resolve the issue, fairly certain you’re right though

Maybe upload the FBX here, I’ll take a look :slight_smile:

Seriously?

Thanks!

Going back to Blender my UVs seem sensible I think here they are…

But this isn’t what is imported in to Unreal but I can’t see a setting to change on the import that would resolve the issue

Also an FYI - I’ve got a mesh for the cap, a mesh for the bottle and there’s a mesh for a liquid ‘milk’ … the main aim is to create a milk bottle (that might be a UK thing, not sure - literally it’s a glass bottle with milk inside with a foil cap)

So that’s why there’s a mesh inside the bottle - think that’s the best approach to achieve my goal, maybe not

Anyway here’s the FBX

milk-bottle-v3.fbx (324.2 KB)

UVs look fine :slight_smile:

The engine has to convert quads into tris, so it will always be laid out differently.

That’s a lot of milk :slight_smile:

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lol yeah!

That’s the look I’m after!

A huge bottle of milk! :smiley:

Then the file I sent you is ok?! How have you managed that - I still have the same issue

Am I importing it incorrectly or something?

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Just a default import

image

Then I put M_Glass ( starter content ) on it.

Giant milk bottle!!!1!

Not entirely sure what was wrong here but I have two ideas

So originally I just dragged and dropped the asset in from Windows file explorer to UE5.2 which gave me the same import pop up to import a file but this time around I went to content draw, right click and then the ‘import to game’ shown in your screenshot … shouldn’t make a difference but that’s my only guess?

Or I think in the import originally I may have ticked ‘Build Nanite’ … again, I don’t think it’ll make a difference? But that’s all I have

Or maybe just user error somewhere along the way

Anyway - THANK YOU so so much! You Sir are a superstar

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Nanite could have screwed it up…

Any rendering engine usually needs a double shell method to cottectly render glass.

Refraction/1.44 fernel settings suggested by epic usually work provided the correct mesh structure.

For stuff that contains liquids you’d normally have 3 meshes, so that the inner most mesh can simulate the liquid.

There’s some Brucks content of simulating glass and liquids with the same methods used to render clouds if you want to put in some research on it.
(They run at 1fps or less, but its by far some of the best glass/water rendering I have seen out there).

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Thank you for the information :slight_smile: