It has been some years since I did some chocolate using 3ds max with blender simulation, this one
Since then, I have always wanted to try it again, but this time using only blender. Now with tools like Cycles and remesh modifier, I could. There are still some superior things in max that would help a LOT in blender, like dynamic vertex groups (they are real modifiers, I don’t have to enter edit mode and assign manually to each vertex, something that is actually impossible with fluid simulation or mesh sequence animations). So, here is the current effort:
And some stills following.
I don’t like so much the camera in the chocolate bar, but I wanted to show that I was able to solve almost completely the simulator bug of making huge wrinkles in the mesh. I will also something with better angle.
The method I used to clean up the simulator bugs on the mesh was quite different between both renders. The bar used mostly shrinkwrap with animated vertex (thanks a lot for the animALL plugin, because using shape keys would have made this a nightmare!) and the strawberry used both this and a lot of remesh. It was a lot more complex, since the chocolate fell on itself twice.
Although I don’t think I will have time to work on this again soon, any critiques and suggestions are very welcome for my next attempts.
Here are the strawberries for whoever want it.