Dave shows you how to produce a glass three different ways in 3ds Max in the video tutorial. Put two panels away, then concentrating on sensor one press m on the keyboard to bring up the materials editor. On the material editor go to the first sphere, choosing a slight blue color, bring up the specter level, bring up the glossy level, click on two sided and bring down the last two to about four. Look to see it is fairly transparent, in a test window. This is glass one, put on hide. Go to glass two, second sphere on materials editor and select maps, reflections and ray trace (3 selections) set to about 30. Set diffuse to complete black, bring specter level up and also raise the glossiness to a high level. In the materials box on the second sphere you are working on the speckles should be very small at this point. Set opacity down to about 5, check in rendering window. When using ray trace in 3ds you will want a background picture to make a convincing image. Set on hide and go to sphere 3 in the materials box. Click on the standard button and select ray trace. Change your shading from fog to dim and that change the transparency by unchecking the reflect button and then change the specular level to about 250, the glossiness to 75, open up maps, open reflect and select fall off. Go down to the box with a diagonal line and add a dot a little over midway up the line. Drag this close to the lower right corner (falloff). Deselect global and select enable local super.., put transparency at 100, do a final rendering. Zoom in and admire the rim, the edges reflecting, the double reflection on the bottom, the distortion through the glass. Go to shadow map (be sure shadow are on) to advanced ray trace, in optimizations click on transparent shadows. This perfects the shadow and gives you your finished product. Follow these guidelines for a great glass image.