Is there a way to render solid glass either with the background properly visible in its reflection (not just a narrow strip) or with alpha/transparency so I can add it in post production?
Was thinking of adding an emissive half-cylinder behind the bottle with the background image as color channel and invisible to camera, but that cancels the effects of the light environment. I might not have the right settings, some insight would be greatly appreciated!
What are your current settings for the Solid Glass? Is the background added as a backplate in the environment? How is the bottle being lit? With HDRI or with geometry as area lights? Without more knowledge of how you have the materials and scene setup, my first guess maybe is the roughness setting maybe too high? It could also be the thickness of the glass and the transparency distance you have set.
In terms of alpha transparency, the only material that has true alpha transparency to some extent is glass. All the other materials inherit the background and color of the scene.
Glass is default solid glass, with 40mm transparency distance.
The background is indeed added as a backplate image in the environment, and the bottle is only lit by HDRI.
Glass does not have any roughness, only some wavy imperfection with a bump map.
The issue could lie with the thickness of the glass. Have you potentially tried the other transparent materials like Glass, Cloudy Plastic, Plastic Transparent to see if you get the results you are looking for?
If you mean my samples - yes, they are not fully correct. To be so the image in the background must be HDRI panorama. I’ve just dropped the usual shot to give an idea of how that could be done.