I've tried to create something useable as well. Admittedly I did not just use a simple _Glass BSDF_. The jar is made with a _Principled BSDF_ with a very slight pinkish color and _Transmission_ > _Weight_ set to 1 for the glass part and 0 for the text by plugging a mask texture into the _Weight_ input. I made the glass not totally clear with 0.1 for the _Roughness_. I could have used the mask to also give the text a different color than the glass, but it looks almost white so I left it like that. To slightly increase the pinkish color where the glass is thicker I used a _Principled Volume_ node with a pink color and a density of 5. **Glass material:** [![glass material][1]][1] The lotion material is very simple, I gave a _Principled BSDF_ some peachy color and set the _Subsurface_ > _Weight_ to 0.8 but the effect is not so really good visible. **Lotion material:** [![lotion material][2]][2] For the lid I tried to combine transparency and translucency. In the _Principled BSDF_ with pink color I increased the _Roughness_ to 0.3, made it only half transmissive with a _Weight _ of 0.5 and also gave the _Subsurface_ a _Weight_ of 0.5 and then mixed it with a _Translucent BSDF_ of the same color, giving a little more priority to the translucency by setting 0.7 as mix factor. **Lid material:** [![lid material][3]][3] And these are the resulting renders: [![laneige lotion jar][4]][4] For me personally this would be good enough, but of course there are lots of ways to tweak here and there to get it better. Another thing than the material itself is of course the environment/lighting, it can make everything look completely different (see my examples of a simple gold material under different HDRIs in my answer here: [How to make a liquid gold texture](https://blender.stackexchange.com/questions/314257/how-to-make-a-liquid-gold-texture-like-reference/314267#314267)) One thing which is often important when creating a glass material to make it look good are the light bounces. People tend to have low numbers of bounces, however especially with a glass material the glossy bounces are important - inside the glass, between the "walls", the light can bounce around very often. With a low max bounces value, this often leads to dark areas in glass objects. I would recommend going to the _Scene Properties_ > _Light Paths_ and under _Max Bounces_ set the value for _Glossy_ to at least 16. Higher values might improve the look, but not necessarily. Beyond 32 it is usually hard to notice a difference. For _Transmission_ (and glass is a transmissive material, not transparent) I would recommend a value of 64. This way you make sure that even more complex glass sculptures or things like that do not have parts where you cannot see through anymore because there are too much layers. A _Volume_ value of at least 1 instead of the default 0 will be good too, otherwise using the volume in the glass material might look bad. Now you only have to make sure to set the _Total_ bounces to the max value you have there as well, otherwise it will clip those values to the total number of bounces while rendering. The thing is, many tutorials suggest to keep all bounces low for render times and that's why many people think the standard glass material in Blender is not so great. But it just looks much better with higher values and actually it doesn't even take much longer to render. By the way, my _Transparent_ value is set to 128, that's more than the _Total_ value but this one is independent from the other bounce values. It is used for alpha transparency and also for volumetric materials (like smoke simulations). [![max bounces][5]][5] Last but not least, my blend file: [<img src="https://blend-exchange.com/embedImage.png?bid=KNjRvk5d" />](https://blend-exchange.com/b/KNjRvk5d/) [1]: https://i.sstatic.net/KnVWMzPG.jpg [2]: https://i.sstatic.net/ox45QDA4.jpg [3]: https://i.sstatic.net/6377OsBM.jpg [4]: https://i.sstatic.net/bm7asEaU.png [5]: https://i.sstatic.net/oLXlooA4.jpg