Simple Renderings Thread
Inspired by an image in Maxwell's latest newsletter. I think it was done by a guy called "Herve" who's done some great food renders in the past. Anyway, here's my Indigo take on it. This is from 1.1.5. The crust uses displacement. I struggled a lot with this because of RAM usage (the computer I did this on has only 512mb of RAM).
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I didn't dare try Displacement or even SSS on my machine before. You really make me think about it.BbB wrote:I struggled a lot with this because of RAM usage (the computer I did this on has only 512mb of RAM).
Thanks for the inspiration
Cheers,
Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64
Q9550 2.83 GHz, Geforce 9400 GT, 4 GB ram, XP 32/Vista 64
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BbB
In addition, I think the lemon mat should have a healthy dose of SSS/transparency.green lemon ? Smile You know, I believe there should be some grainyness due to the sugar, it's too soft of a surface imo; and, the crust would be more realistic if, on its exterior, it was planar with grooves, no "bumps" because of the mould. Yeah, details Wink
Thanks guys.
The lemon custard has plenty of SSS. Indeed, so does the crust! Perhaps the lighting is not the best. The points about the bump on the crust is a good one. I wonder how to go about this though... Perhaps assigning a different mat to the top, but will displacement then tear the mesh apart?
The lemon custard has plenty of SSS. Indeed, so does the crust! Perhaps the lighting is not the best. The points about the bump on the crust is a good one. I wonder how to go about this though... Perhaps assigning a different mat to the top, but will displacement then tear the mesh apart?
The same shader with complex textures would work better certainly, though I was believing you used bump mapping only, due to the straight profile of the crust.
No, I have no hint apart what you know already (exponents maps and so on). Maybe create various textures from n shaders and composite them (the textures) together ? Like one with some shinyness and grooves only for the exterior, and the actual one for the non-moulded parts ? That's may not be the best solution though, i'm too much of a theo-rethorical guy
and shiny as well, since one puts fat on moulds even trickierthe crust would be more realistic if, on its exterior, it was planar with grooves, no "bumps" because of the mould
No, I have no hint apart what you know already (exponents maps and so on). Maybe create various textures from n shaders and composite them (the textures) together ? Like one with some shinyness and grooves only for the exterior, and the actual one for the non-moulded parts ? That's may not be the best solution though, i'm too much of a theo-rethorical guy
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