In the second part of our glass tutorial we'll learn how to set up and render a realistic glass shader in Blender, and discover how to enrich our scenes with some simple cloth simulation. Be sure to read the first part of this tutorial before starting.
Lighting and Scene Setup
For this scene we will use the classic 3-point lighting in a light box. Add a plane on the top of the glasses and set it as an emission shader (strength 1.5). Add an emission plane on the left side (warm light, strength 1) and another on the right side (cold light, strength 2). Now add some planes and create a light box. Set the material as a white diffuse shader.
Light and setup your scene in Blender
Glass and Wine Materials
Select Cycles as the render engine and in Object mode, select a glass and add a new material. Use a glass shader, with the index of refraction set to 1.47 and color RGB (0,99; 0,99; 0,99). Add another material to the object (with the same glass shader) and call it "engraved_glass". Add to the engraved_glass material the texture created in step 4
and connect the texture node to the displacement material output.
I usually use a math node to adjust the displacement level. In Edit mode, select the areas where you want the engravings and click Assign to the Material. If you want to change the size of the texture, add a node map.
Now select the wine material and use a glass shader with IOR set as 1.33, and color red.
Blender material settings