0
$\begingroup$

A sphere or hemisphere of jelly sweet would suffice. Or a square? Whatever shape you decide. enter image description here

$\endgroup$
5
  • 1
    $\begingroup$ Depending on the required level of detail this should be quite simple. Loop Cut the default cube and shift it to the bottom then add a Sub Serv modifier. That should give you the shape. Then setup your base material and use a Noise Texture with a Color Ramp to create the sugar and Add the two together. The Color Ramp allows you to limit the range, so you go from TV static to just the whitest bits of TV static. We usually like users to post what they have tried so far. $\endgroup$
    – rob
    Dec 3, 2018 at 13:38
  • 1
    $\begingroup$ Hi. What have you got so far? What have you tried? Where specifically did you get stuck? $\endgroup$ Dec 3, 2018 at 17:27
  • $\begingroup$ Ray, I have started to learn node compositing only a few months ago. I keep scrapbooks of nodes: study purpose only. I collect screenshots of nodes for scrapbooks via Google Slides. This scrapbook example docs.google.com/presentation/d/… $\endgroup$ Dec 3, 2018 at 18:07
  • 2
    $\begingroup$ A possible solution after modeling the base shape of the jelly candy is to give it a particle hair system and model the sugar as a single object of almost cube proportions. Weight paint the candy object and set it to use the sugar cube as a particle. $\endgroup$ Dec 3, 2018 at 18:10
  • $\begingroup$ @Craig D Jones, I will experiment with particle hair system, when I get more skilled up in Blender. $\endgroup$ Dec 6, 2018 at 18:12

1 Answer 1

6
$\begingroup$

Mesh: Default Cube with single loop cut Ctrl+r and the top Face scaled. With a Subdivision Surface modifier and Smooth shading. Feel free to make this mesh a bit less "perfect".

enter image description here

Attempt 1: Just using materials. enter image description here

Looks complicated but it can be broken down into simple areas. The Far left Object Info and ColorRamp are just so any duplicated meshes get a random colour.

This leads into the base Diffuse BSDF which is mixed with a bit of transparency using the Fresnel as the factor.

Then the top set of nodes use the Generated texture coordinates through a Noise Texture (with quite a large Scale) into a constriction ColorRamp. If you play with the colour stops you change the pattern and distribution of "sugar". We then use a Bump node to create a Normal Displacement to give the "sugar" depth.

enter image description here

Attempt 2: Particle Emitter

Add another Cube (I have named mine "sugar") and setup the particle emitter settings for your sweet mesh.

enter image description here

I am opting to use an emitter not hair. The End is set to 1.0 so the particles are all created instantly. Render Object is set to "sugar". Children is Simple and size set to 0.25. Render is set to 10 but you can tweak to increase the total rendered amount. enter image description here

FYI I added an Emitter Shader to brighten them up this time.

There is lots of room for improvement but I hope this gets you started.

$\endgroup$
4
  • 1
    $\begingroup$ to enhance the brightness of particles you could also try adding a translucent shader to itself $\endgroup$
    – Nicola Sap
    Dec 4, 2018 at 14:12
  • $\begingroup$ Great answer. You are a star and many thanks. $\endgroup$ Dec 4, 2018 at 20:51
  • $\begingroup$ @Nicola Sap, I will try that. Thanks for suggestion. $\endgroup$ Dec 6, 2018 at 18:11
  • $\begingroup$ I tried zooming in on that material layout but it was too blurry to read. Any chance of a higher rez version? $\endgroup$
    – LabGecko
    Mar 25, 2020 at 13:04

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .