Thanks Bolos
Here's some of the reference pics I used and my modelling with the blue prints.
I actually rounded off the back in the later renderings but hey, if it's out by a bit I'm cool with it.
Yep, looking soooo much better, you have filled a big hole in my knowledge.
Going to go and make a few glass objects :) :) .
Thanks again.
Thank you, I turn the hypernurb subdivision renderer up to 4, mainly for the tight curves. First time I have used it but the boot vent corners were tight and had corners on a lower setting.
I think I got it.
I ended up with only the transparency chanel, refraction 1.52, no exit reflections, Fresnel reflect 100% , Fresnel texture, mix mode normal and absorption distance .001 ( went from .1 to .01 etc bit couldn't see any difference.)
Only issue is I believe the refraction is too strong.
Thank you so much for your comments, very encouraging.
I 'tampered' with exit reflections but it didn't make any difference and I don't know how to achieve real world thickness, google just can't solve all life problems sometimes :)