The glass (of the glass bottles) is looking good! The window glass needs work, that “crackle” texture isn’t very convincing, it’s very regular, and then it melds with the twigs of the tree you see through it and looks confusingly like a reflection of the tree outside in places. Speaking of “outside” the tree seems to come through the window a bit on the left. Then the metal parts of the window, that should be opaque, have a blurred shadow of the tree on them. It looks like maybe that was a compositing error, maybe putting a glow around the sky that bled over onto the metal, but still it looks strange.
Apart from the strangenesses of your test, it is looking good. Maybe some of the glass bottles could be going too dark, for bottles sitting right by a window like that, but the bump mapping is working on them. Why do you think the reflection of the 3rd from right bottle looks so bright and clear in the bottle behind it, when the bottle itself is so dark? Is it a shadow with too low a ray depth limit maybe? Or the shader needs more light absorbance?
(I’ve just been playing with some of those Maya raytracing parameters for glass. Funky stuff! Like the way any non-zero “surface thickness” cancels out the “light absorbance,” but light absorbance is mostly only seen in reflections and refractions of the bottles, not the bottles themselves…)