Looking for Pasta Material like this in Cycles.
I tried so far.
With this nodes.
With the basic knowledge of nodes i tried. Need more details. any suggestion or help how to make like a pro material. Thanks
Looking for Pasta Material like this in Cycles.
I tried so far.
With this nodes.
With the basic knowledge of nodes i tried. Need more details. any suggestion or help how to make like a pro material. Thanks
Here is a try for Eevee (a bit less al dente than your picture though), I guess the settings would be different for Cycles, and probably easier to find.
Use a Principled BSDF with a bit of Subsurface Scattering (don't forget to tweak the Subsurface Radius values), Specular at 1, a medium Roughness, and a bit of Noise Texture in order to have a bit of grainy texture:
For the pasta modeling:
I find something like this works rather well, but this is for my lighting setup, so you may need to tweak it to look right in your scene.
The active element is Subsurface Scattering - a rather higher value than normal, but then again "normal" (default) values are designed for skin and not pasta. This will require some tweaking of the Subsurface Radius (RGB values) to make it more yellow in color (highlighted in the image below).
Aside from that some transmission works as well, but not too high a value, because the colors will become washed out - again, something to tweak with your lighting to find the right balance.
NOTE - the Wave texture is just there so I could see how the transmissive light passes through the "ridges" - use whatever (bump/normal) texture you like.
Are you asking about the ridges on the pasta in the picture? I'd do that with a procedural texture.
Add a wave texture with a texture coordinate node attached, and fiddle with it until it applies to your pasta.
If you only need the texture to be apparent, feed it into a bump node and then into the Principled Shader's "Normal" slot.
If you really need the ridges, you can use a subsurface modifier on the bit of pasta and then apply actual displacement using the wave texture. https://docs.blender.org/manual/en/latest/render/materials/components/displacement.html
Okay, then add a translucent shader and use a mix shader to blend the principled shader and translucent shader to output.
Or, and this might be easiest, you can just use subsurface scatter in the Principled Shader. Set the value to 1, the radius to 1, and the color to a nice yellow. Light will enter the pasta surface and move through it.