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 
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 
The engine has to convert quads into tris, so it will always be laid out differently.
That’s a lot of milk 
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lol yeah!
That’s the look I’m after!
A huge bottle of milk! 
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

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 