Reference image:

Reference image (larger versions here)

Attempt 1

Simple SSS shader:

with simple SSS materal enter image description here


node setup for SSS mat

Less simple SSS attempt:

enter image description here enter image description here

I also tried a absorption shader: (the absorption node group is from this tutorial)

enter image description here

enter image description here

My main question is, how to get that lightening effect around the edges, as there is less juice between the light and the camera.. (and also make it more transparent/refractive) like here: enter image description here

(and in general, make it look more like orange juice)


  • $\begingroup$ time to read up on studio lighting, rim lighting..etc.bensimonds.com/2010/06/03/lighting-tips-from-the-masters $\endgroup$ – zeffii Jun 20 '13 at 22:52
  • $\begingroup$ it's the material setup that I want to know about @zeffii I'm pretty sure that the effect is more part of the material than the lighting (from looking at actual orange juice) $\endgroup$ – gandalf3 Jun 20 '13 at 23:27
  • $\begingroup$ materials and lighting go hand in hand. $\endgroup$ – zeffii Jun 20 '13 at 23:33
  • $\begingroup$ very true, however the bit I circled in the reference image looks to me more like it was scattered out than directory lit. $\endgroup$ – gandalf3 Jun 20 '13 at 23:50
  • $\begingroup$ So I'm guessing it's lighter because the liquid is thinner there and so more light can be scattered through.. (I would think the same should be true {though to a lesser degree} of the surface of the orange juice if it was flat) $\endgroup$ – gandalf3 Jun 21 '13 at 1:13

The SSS material is the one your going to want to use. The reference is showing light scatter. The issue your having is lighting. There's not enough light for that edge to show.

Here's what I got after a few minutes of experimenting:

orange juice render

I have a large light source has a strength of 10.0 and I have an environment map in the background. That's what gives it enough light to scatter. Here's the scene setup:

Scene setup

Your shader looks OK, but if your interested, here's mine:

Shader setup

  • $\begingroup$ Thanks.. but what is the point of the second mix node? $\endgroup$ – gandalf3 Jun 21 '13 at 19:15
  • $\begingroup$ @gandalf3 thanks for the heads up. I fixed it. $\endgroup$ – CharlesL Jun 21 '13 at 19:23
  • $\begingroup$ Is there a particular reason for using both a glossy and a glass node? instead of just glass or glossy + refraction? $\endgroup$ – gandalf3 Jun 21 '13 at 19:53
  • $\begingroup$ It just gives you a little more control. You could just use a glass shader, but I prefer this setup. $\endgroup$ – CharlesL Jun 21 '13 at 20:02
  • $\begingroup$ I mean, why not use a refraction shader instead of the glass? I suppose it doesn't make much difference in this case, but I was wondering if you had a reason.. $\endgroup$ – gandalf3 Jun 21 '13 at 20:12

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