I want to model a condiment. It's call sambal. The red paste in the picture. It's a solid-liquid like sauce. How do I model this? A semisphere? Use a fluid modifier?
1 Answer
Something along these lines?
Modelling
- Create a blob mesh for the general area of your condiment. This is a UV sphere, pulled around with Proportional Edit, with its mesh Header > Mesh > Transform > Randomized
- Make the blob an emitter of a particle system.. All on frame 1, no physics, aimed at a small Collection of onion-bits in the particle-system's 'Render' panel. Play with the rotations, scales, etc.
- Once you're happy with the surface features,'Convert' the particle system to real instances in the modifier stack, and apply the modifier.
- CtrlJ Join the ex-particles to the main mesh, and give it a Remesh modifier at a high enough resolution for your desired detail.
- Here, I've Header> Mesh > Clean Up > Decimated the mesh.. and ..
.. given it 1 level of Subdivision. You could obviously try other things, here, smoothing, relaxing, etc. So long as you back up destructive steps, you can feel your way through.
Shading
Here, in Cycles, using an 'Inside' Ambient Occlusion input producing a wide greyscale over the surface, put through two color-ramps.The aim is to pull the onion pieces back out for different treatment.
The top mask is very hard, to control the base color of the material, keeping the orange to the onions.
The bottom mask biases the noisy bump map to the smooth areas, avoiding the onions.
The shader uses Subsurface Scattering, set to a low radius, to catch the onions more than the rest, and biased to yellow in the 'Radius': (0.6,0.6,0.2). Your settings will depend on the size of your model. (Recommend life-size)...
.. with a few extra chunks of onion added to cover up the bits of the surface you don't like :)
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1$\begingroup$ ..@batFINGER Cookin' on gas, today, Mr. FINGER.. :) $\endgroup$– Robin Betts ♦May 30, 2021 at 17:48