UE4 still does not have any proper way to do tinted glass

I would not. Since the usefulness of ray tracing currently lies mainly in the visualization market, to which Epic is trying to rapidly expand, given the recent developments as well as some items on the 4.24 roadmap, sooner or later more and more people will get bitter about the inability to raytrace any kind of colored glass, especially in the visualization market.

You also keep mentioning script to automatize those tasks. Despite the fact it will still fail in many cases (fluid simulation of pouring wine for example), it’s still a bad solution. It adds tons of workflow overhead which needs to be constantly managed and manually reviewed to cover corner cases. It’s just not possible to employ overcomplicated and fragile solutions in production environments.

I mean look at how they were using The Mill human race car demo to sell all the great aspects of the realtime rendering to the public. How everything is suddenly interactive, and realtime, and cool, yet The Mill continues using offline rendering for vast majority of their jobs. It’s the overcomplicated, convoluted solutions this tinted glass thing is a prime example of, which are the reason it just doesn’t pay off, despite all the realtime benefits. The artists’ work time overhead on engineering and performing tons of unnecessary workarounds is way more expensive than bunch of machines just crunching frames using offline renderers.