I assigned a simple principled bsdf shader to a model of a cup and set the transmission value to 1 and roughness value to 0 to simulate glass. The mesh is set to smooth shading as can be seen in image 3. Also, the image shows the way the mesh is divided up.
I then assigned a new material to the mesh which is defined by the nodes shown in image 2 (hopefully clear enough to read). The model was re-rendered and it appears not to be smooth shaded as the mesh divisions can be seen. It has a flat shaded look rather than smooth shaded. I don't understand why this would change. Does anyone have any clues as to what would be causing this?