Problem with reflections passing through glass

I am trying to model a watch and there is a reflective band behind the watch glass.  I seem unable to get this reflection to pass through the glass if refraction is enabled.  I'm including a couple of shots to show what I mean.

I'm rendering with mental ray and using blinns for shading nodes.  I would have thought that this might be an issue with the render settings on the shader or the lights but no matter how high I set the number of reflections or refractions the reflections behind the glass are no longer visible.

I've tried changing whether the glass itself is reflective or not (ideally I don't want the glass very reflective), playing around with normals, double-sided, etc, etc, but am at a loss as to why I cannot get the reflections to pass through the glass.

Any ideas?

Yes but refraction and relection limits exist BOTH in the shader, light and in the render globals settings, any one of those is the cap. So check your shader and renders globals BOTH.

Also note thet you must raise BOTH refrecitin and refraction limit.

Thanks for the suggestion Joojaa.  Ok, so I have turned off all lights in the scene but one.  That light has raytrace shadows enabled and a ray depth limit of 10 (the maximum).  In the overall mental ray quality settings raytracing is enabled and reflections, refractions, max trace depth are all set to maximum (10,10,20).  With the glass shader if I have no refraction enabled I see reflections in the metal beneath the glass.  If I enable refraction (whatever value of refraction does not seem to matter) then the reflections disappear.  Both the refraction and reflection limits in the shader are set to maximum (10,10).

So I'm still stuck :frowning: