At present, one can easily mix transparencies on a single mesh object with varying levels of opacity using the alpha channel during your mapping process - I frequently employ this simple method for the windows on structure meshes. Reflection - well, I suppose somehow that should be handled the same way, but I'm not quite sure how it would be accomplished. I'm rather certain that the FPSCR engine is capable of doing it simply because the transparency/reflection characteristic is found in the water. Perhaps a clever coder might find this challenge enticing if the proper bribe was available. I'm horrible at coding and if making a decent living was part of my life then preparing such a bribe might be possible. Then again, if making a decent living was part of my world, I wouldn't be messing with this affordable software!
All you need is love....so let me have your burger.