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What do you believe is the best way to make a procedural texture like the one on the photo? I mean the top part. I tried to combine noise and voronoi/musgrave, but it didn`t give the desired amount of tiny bumps and air pockets.

Thanks. enter image description here

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  • $\begingroup$ Instead of a procedural texture would it not be better to create a curve that follows the path of the piped frosting and then use the Extrude Bevel Shape with another curve that defines a cross section of the frosting (many pointed star shape). Once you have the basic Mesh modelled then you can texture with a displacement modifier. $\endgroup$ – rob Oct 8 '18 at 8:47
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    $\begingroup$ "Tiny bumps and air pockets", this doesn't sound like the current answer. Could you clarify which part of the object you want to create, possibly marking it in the image? $\endgroup$ – Leander Oct 8 '18 at 16:03
  • $\begingroup$ Thanks everyone, please see the new photo, I show there what I need exactly. $\endgroup$ – user63182 Oct 17 '18 at 7:47
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Start with a Bezier Circle (Add/Curve) Tab into Edit mode and from the Specials menu w Subdivide the circle twice. Deselect all the control points a then select every other one by holding down shift.

Move the selected control points up (g and then z to constrain to Z axis) then from the Top view NUMPAD 7 r to rotate.

Basic path of icing curve on mesh cake

Tab out of Edit mode and add another Bezier Circle and name it "Bevel Profile".

Go into the Curve properties of the original Bezier Circle and increase the Extrude value and set the Bevel Object to be "Bevel Profile". Piped icing with no profile

This shows what we are trying to do and you can edit the "Bevel Profile". Subdivide and this time s scale the alternate control points to make a star shape. Piped icing with Star profile

And finally you can add some materials, duplicate, scale etc. Basic cake mesh with two lots of piped icing

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