Now we'll add a small cloth simulation to our render. Search online to find a fabric texture (or create one with the internal render engine) and save it. Add a plane, and in Edit mode, subdivide it 5 times. From the top view (7 key) go to U key > Unwrap from View.
Add a diffuse material and use the fabric texture as the color input. In the Physics panel, enable Cloth, select Cotton from the preset materials and turn on Self Collision. Select the plane under glasses and in the Physics panel, set it to Collision. Rotate the cloth by 90 degrees and bake the simulation.
Cloth material and simulation baking
Place the glasses in your scene using your creative eye, and then add an empty object - call it "track". Select the first camera and then the empty object, and click Ctrl + T > Track to Constraint. Now the camera should point to the empty object.
Add a second empty object (focus) and place it on the subject you want to focus on. In the Render Layer tab, turn on the Direct Glossy channel and in the Render tab, set Render Samples to 1000 and Resolution to 1920 x 1920. Select the camera, open the Object Data panel and select Focus in the Depth of Field tab. Set Radius as 0.05 and Blades to 5. In the World tab, set Strength as 0. Now press F12 and wait for the end of render (coffee time!)
The composite and glossy direct render
Open you've composited your image in GIMP, adjust the Levels and Curves, add a new layer with glossy direct image, and set the blending mode to Addition. I usually use an airbrush and a dirty texture to improve the realism of my images. Add your signature, et viola!
Top Tip: Glass Shader and Render Bounces
When we have a glass material in a render we must set light bounces in the Render tab as the number of surfaces that light has to cross. In the image we have 5 glass meshes; if we want the light passes to go through all 5 surfaces we must set bounces as 5 x 2 = 10.
Different bounces in the render settings
to see the previous tutorial in this series.
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to see the first tutorial in this series.