A ceramic Render relies heavily on material-faithful representation of the finest surface structures (e.g. glaze textures, slightly wavy surfaces), as ceramic products have particularly fine light and shadow behavior due to their glazed surface. Realistic highlights, fine bump/normal map for tiny waves and micro-roughness as well as subtly varying reflections are crucial.
For photorealistic results:
PBR materials should be used (with correct roughness/metallic values)
fine irregularities (e.g. due to bump/displacement) should be baked in
physically based renderers (e.g. V-Ray, Corona, Cycles) that calculate light realistically should be used