I am rendering out several very hi res still images of products in several different clear bottles. I am using raytracing/path tracing in UE5. As I am developing the look I am wondering why reflections are diminishing and fade away the more transparent a material is. To where at full transparency there is zero reflections. It is very difficult to achieve the look I want and have full control over reflections when its also fully tied to the opacity, and I need to have almost fully transparent glass/plastic bottles that also have strong reflections. I would imagine that full ray trace/path tracing would be physically accurate to the real world, or other 3D packages where this is not the issue and not the case. I have found some ok middle ground, but I am wondering if I am doing something wrong or what the theories, tips and tricks are for dealing with this in UE?
I have tried additive materials, masked, all the blend modes, all the lighting modes, all the shading models, and nothing seems to really help. Setting the glass material to metallic helps a bit but makes the glass color too dark, and since some of the products in the bottles will be colored, I cant really use metallic, as it then tints the reflections to that base diffuse color, when I need them white.
If that is how it is, my 2nd question would be is there some hidden option somewhere to just boost reflections on a material(where Specular is already set to a full 1) I think I have seen this option for other attributes of materials, boost emissive, boost diffuse, etc. Hoping I can just boost reflections(make them superbright) without affecting or changing anything else about the lighting.
I just really need reflections to match across all the bottles, where some bottles are filled to be completely opaque, and other have products inside that are about 10% - 30% transparent.
Attached is the glass material going from 0 Opacity, to 1 Opacity. No other settings have been changed.
I appreciate any help. Thanks!
PS yes I know I could likely adjust and comp the reflections later in a different app, which I hope to eventually do, but Ive yet to have much experience or much luck doing this in UE compared to most other 3D apps.