So after some painfully long render times, I’ve completed this art work, a piece I’m calling Morning Pancakes.
Lately I’ve been doing some large scale renders, and I thought I would take an approach for a smaller, more intimate render that focuses on drawing out feeling in the viewer – in this case a thirst for some lovely Canadian Maple Syrup (tree sap) and a hunger for some fluffy slabs of wheat.
I see few food renders out there, and was keen to try my own. So before attempting this render, I made a bagel scene, and some chocolate scenes to prepare my organic modelling, texturing, and lighting skills – I quickly encountered numerous challenges. Recently I have been focusing on individual aspects of the 3D art pipeline, and this time I went for a study of the entire 3D art process to create this final image.
Made with Blender, Cycles, 1320 X 1920, at 125% resolution.
Render time for the main render layer was 17 hours.
All work is done within Blender, and all textures are completely procedural – no images used.
You’re expecting positive comments, don’t you? Top-notch render. Classy and tasty. Depth of field, photo-realistic materials, great color mood (pretty vintage-looking) and the scene full of objects completing the overall appearance. It would be nice to see the clay render.
Haha maybe I’m a little too happy with the render!
Constructive criticism is absolutely welcome, I’m yearning to know how I can improve as an artist – in addition to hearing nice things about my work – that’s always welcome too!
I’ll get you a clay render soon – by tonight, I hope!
Hey PikTron, thanks so much! I’m thrilled that you liked the image so much!
I’d be happy to explain how I got the fabric material – it is completely procedural – so I essentially layered two wave texture nodes at perpendicular rotations with a multiply mix node. I used this for colour and displacement. A trick I’ve used to create swirling patterns is to use a small scale noise texture with high detail and high distortion. I threw that into the mix as well.
The shader itself is a combination of glossy, velvet, and diffuse shaders. I also used a tweaked noise texture as a factor for a transparent shader to get tiny holes in the fabric. I also added some red sticking, which I modelled as a separate mesh with a different material.
Here’s a screenshot of a condensed version of the node setup:
People have been asking for the clay render shot, so here it is! Most of the details that you see in the render are included in the displacement for each respective shader, but I did have some basic displacement as a modifier.
Thanks for your ratings and support everyone! I’m thrilled with your responses! I continue to welcome comments!