I'm trying to create a white chocolate with little pieces of cookies all within the surface, kind of hidden inside.

Chocolate image texture

I have the base already of the white chocolate, but I'm not sure how to recreate these pieces of cookies, not sure if by geometry nodes, or as particles, or how to scatter them that way. And make it look kind of inside, not on the surface (as the tutorial of the sugar coat on gummies for example) where all the sugar is laying on top of the gummy, in this case, it seems to be Half way through?

Any suggestion will do :)! thanks!


  • $\begingroup$ do you want to show the chocolate only from outside (so a shader might be enough) or should it be broken too? $\endgroup$
    – Chris
    Jan 17 at 9:10
  • $\begingroup$ If you only need shader to show surface then it could be easy to find some texture in surface imperfections or rock textures (something that has smaller and bigger of random sizes and transparency - white dots on black surface) that you could use as Fac input into MixRGB and mix chocolate cookie color with white chocolate (pr generate that texture with procedural textures $\endgroup$
    – MikoCG
    Jan 17 at 9:19
  • $\begingroup$ Related: Coffee texture in blender $\endgroup$ Jan 17 at 10:44

1 Answer 1


Subsurface Scattering

Works quite nice for me with Random Walk SSS type ...
just keep in mind - Black chocolate has to be joined into white chocolate object to get into a SSS count :)

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Black chocolate was originally generated by particle system (Sphere with Displacement modifier to randomise shape). Make them real and join with white object ... file became too big so I decimate it to something trivial + Solidify modifier in shared file.

Black parts should not go out of white shape (like in reality / your reference) ... so probably Geometry nodes can handle it better (or simulate with Rigid Body and let fall blacks like into a form.

I wanted to upload a file but 3.x is not recognised by blend-exchange.com or pastel.org as a blend file :( ... so temporarily here https://www.dropbox.com/s/2x2gnom94773e83/test_Chocolate_SSS_opti.blend?dl=0 ... you don't have to sign in, just close the popup window.

  • $\begingroup$ Wowww love it @vklidu! I was testing another approach but this one looks really nice!! and seems to blend really well with the chocolate itself! it even looks getting lost deep in the chocolate height :)! love it! $\endgroup$
    – Eugenio
    Jan 17 at 10:43
  • $\begingroup$ how did you managed to get all of those pink spots? just by adding the principled volumetric it only shows some kind of volumetric fog within my shape, but not pink shapes generated across the surface. you did something else? any noise texturing? or something else? not working for me :( $\endgroup$
    – Eugenio
    Jan 17 at 10:52
  • $\begingroup$ For the Subsurface Scattering method I would recommend setting the Principled BSDF to Christensen-Burley instead of Random Walk (like in your Volumetric example). In my experience the result looks better and renders faster. $\endgroup$ Jan 17 at 12:47
  • 1
    $\begingroup$ @GordonBrinkmann ... Hm ... in this case only Random Walk worked for me as I expected. $\endgroup$
    – vklidu
    Jan 17 at 19:16
  • $\begingroup$ @vklidu You're right... Christensen-Burley looks terrible... and is extremely slow, it rendered three times slower on my PC. A few weeks ago I used it for some milky fluid in a glass and it looked better and was faster than Random Walk and Random Walk (Fixed Radius). Strange... $\endgroup$ Jan 17 at 20:39

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