As an off-the-top-of-my-head thought train... You will need a mesh for the glass, and a mesh for the liquid. You can have the liquid mesh distort and fuzz out the edges slightly, and stick a particle emitter for the bubles inside. Then one thirs mesh, a plane, lightly above the waters surface with an enimated and alpha'd…
p.s. a material instance will also mean variation, so that not all the tubes have the exact same animations at the same time. i say this because i see a 2nd object in the back of that last picture you posted. if you have lots of them lining the hallway (thats what it sort of looks like you have planned), it can become very…
^^^An animation effect like that is very much desirable and kind of what I had been imagining. I do have a liquid mesh now, but I wouldn't know how to set it up to do that. I've set up bone structures in the past but wouldn't know how to begin with something that would ideally be a bit random. I have at least made some…
Problem is that in HL2 it was full, so you could animate it easily from the Distortion channel, on the other hand, I'm guessing the author wants it to be half full, and actually the top bending pending on view.
Is the glass a separate mesh by any chance? And if yes, could you show the UV's? Also, does it have thickness or is a single plane? Pending on how you set it up, there many solutions, so just fill in my questionnaire and I'll see what's possible in my lab.