Reflections should be rendered / generated after taking textures, materials, inner refraction, and shadows into consideration. This ground reflection bug really ruins an otherwise great, quick render.
Can you describe the ground reflection error you are seeing in this render. Is it not reflecting what you expect? Is the reflection on the surface too strong? Any additional information can help us find and reproduce the issues better!
If the surface is too shiny, you can adjust the reflectiveness of the surface by increasing the roughness of the ground plane under: environment > ground > reflection roughness.
If you have a look at the picture you can see that the contents of the bottle visually wrap to the outer edge. You can also see the little water bubbles , reflections and the shadow on the outside of the bottle.
On the table reflection however all of these things are missing and reduced to the basic, matte orange fill and the glass bottle. The table reflection shows none of the in bottle refraction or other details.
Would you be able to share this scene or a simplified version so we can see how it's setup? If not, can you please describe in detail how it's configured?
Is the ground reflection from the ground plane in the environment or is that a model?
What types of material and texture settings are you using on the juice to get the bubbles? Is it displacement?
Is the juice intersecting with the glass model, or fully inside?
I think from my testing you may be using a reflective object which is giving me different results than the reflective ground plane. I can bring this up to the rendering team for sure.
thank you for your reply – yes - your test pretty much shows the issue with the ground surface, showing a wrong refelction, as soon as you have refraction within the bottle. even the water droplets texture I used got ignored. It seems to be some kind of hierarchy on what part of the reflection is built before considering other parts of the object.