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I am trying to model a chocolate bar and done everythin except the wavy texture on the surface. Couldn't find a way to make a such wave texture. I tried using 'Wave Texture' but it's too ordinary for the material I want. Here's an example photo of the wavy surface that I want:

Chocolate Bar

As you see it's more random and on the side edges it has a different texture shape. Can someone help? My attempt with 2 wave textures:

attempt

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  • $\begingroup$ what does it give with one or 2 Wave Texture? Or you could sculpt? $\endgroup$
    – moonboots
    Apr 16, 2022 at 13:41
  • $\begingroup$ I edited the post, this result is with 2 wave textures $\endgroup$
    – brknarsy
    Apr 16, 2022 at 13:51
  • $\begingroup$ I'm not sure how to have less effect on the sides, have your tried to sculpt? Here is a try (the details are a little bit too big) zupimages.net/up/22/15/gf68.jpg $\endgroup$
    – moonboots
    Apr 16, 2022 at 14:22
  • $\begingroup$ this looks great to be honest, can you show your process of doing this work? $\endgroup$
    – brknarsy
    Apr 16, 2022 at 14:26

2 Answers 2

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You can do it with the sculpt tools:

Create a cube, stretch it, subdivide and bevel its edges:

enter image description here

To get a topology that is high enough for sculpting you can either subdivide with a Subdivision Surface modifier and apply, or enable the sculpt Dyntopo option, or use the Multiresolution modifier. With the latter solution, click several times on the Subdivide button, put all the levels at the same value:

enter image description here

Switch to Sculpt mode, disable the Display Fast Navigate option to avoid the glitches when you'll rotate your view:

enter image description here

Begin to sculpt, use mainly the Draw brush I guess, left click to create bumps, Ctrl left click to dig, Shift left click to smooth. With this solution the sculpting is only virtual, you can see your intial shape if you disable the modifier visibility:

enter image description here

Give your object a material with chocolate color and lower the Roughness a bit down. You can add a bit of fake bump, and also create a b&w mask if you want to create some hazelnut sctraches, etc:

enter image description here

Now you can either apply the modifier and you'll have real topology, or keep it and bake the bumps, in that case you'll need to activate the Bake from Multires option in the Bake panel, choose Bake Type > Normal, and also put the modifier's Level Viewport at 0 before the bake.

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    $\begingroup$ thank you ser! this is a very clear and good explanation $\endgroup$
    – brknarsy
    Apr 16, 2022 at 22:33
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Late to this, and I think @moonboots answer is the way to go, for one bar. But if you want lots? And all different? This is a more procedural, shader-only approach:

  • The little reference looks to me like a stretched texture, on the sides

  • The 'Ripple Control' cluster does interact with itself a little, you might think bits of it are redundant.. but if you play with it, it gives quite fine control, especially over the clipping of the texture at one end or the other.

enter image description here

This sort of result.. (Cycles, Displacement:)

enter image description here

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  • $\begingroup$ ok but too many bar is bad for health $\endgroup$
    – moonboots
    Apr 19, 2022 at 12:02
  • $\begingroup$ @moonboots Worry no more! RB Vapochox® are completely calorie and enjoyment-free! $\endgroup$
    – Robin Betts
    Apr 19, 2022 at 15:14

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