So basically green slime that emits light is going to be covered by these 2 glass plates that now are hovering near them.
This is what it looks like in cycles:
The glass is so reflective that it becomes non transparent in few places depending on angle. How do I fix that? I need it to be almost 100% transparent so I can see the slime behind the glass
Correctly facing normals for the fresnel to create expected results rather than snells window.
Solid geometry rather than thin, else it will refract forever rather than “de-refract” at the next interface.
Glass is opaque, not transparent (to rays). So you need to let light pass through using a transparency shader for shadow rays. Unless you’re relying on caustics.
Aside with checking for normals and mesh errors, what’s the IOR and Anisotropic value of your glas?
I once also got a similar error when i had not enough glossy bounces to cover 4 watertight glasses.