For this scene, I modeled a new coffee cup from scratch paying attention to better topology. I also photographed a new coffee-art texture and included specularity, occlusion, displacement, and normal maps for the coffee-art. The black coffee is technically-correct liquid to give real-world IOR (i.e. normals are calculated inside for the liquid inside the cup, and outside for the top, as well as overlapping the glass mesh). The top of the black coffee also includes an animated wave modifier that can be tweaked.