Recently I’ve done a little project that I want to share with you. Whats interesting about it (and basically new for me personally) is that no texture maps, plugins and 3rd party apps were used to produce these renders.
Take a look
So, every little detail in the diffuse, normal, roughness and displace components of the shaders defined fully procedurally via node graph, which gives tremendous flexibility on a look-dev stage.
Of course, I know it’s not something new for blender, but I just feel that Blenders’ abilities in procedural shading and texturing are often get overlooked, so I thing it’s worth mentioning one extra time how awesome Blender is.
Also, render times compared to render quality are surprisingly fast. Average 50 sec per FullHD frame on four 1080ti. Whole 15 sec were done under 3h
2 comments to “Digital Food with Blender 2.8”
Chris R - 17/07/2020
This is great! It can be very difficult to get the subsurface looking right on food (since it has to be “appetizing”). Saw your showreel on YouTube. Keep up the good work!
Jeff R - 03/01/2020
Is it possible for you to make a tutorial on these fried shaders? I’d love to see a better quality version of the node setup.
Great work man, I subbed ya on youtube! Hope to see more of you in the future.