I saw this on Reynante Martinez's site:

enter image description here

I want to know how those fat drips were made. My first idea would be a fluid simulation with extremely high viscosity, but I couldn't get the same sort of heavy, rich-looking drips.

My other ideas would be to model it with a half-sphere for the top, maybe do some sculpting or something to make the rips manually, then apply some sort of displacement texture to get the slight distortion on the chocolate.

  • $\begingroup$ It's probably sculpted, simulating this would be a waste of time. $\endgroup$ Jan 22 '16 at 8:08

You can sculpt the drips well, then in materials, set glossy along with Fresnel effect. You also want to use a nice HDR environment texture. The key to obtaining such an effect is mainly Fresnel.

  • 1
    $\begingroup$ I don't see alot of fresnel in the image posted by the original question. Tho fresnel may improve the image :). I suspect this can be achieve without much modeling and just by applying a depth map may suffice. $\endgroup$
    – hawkenfox
    Jan 22 '16 at 5:42
  • 1
    $\begingroup$ @hawkenfox Depth map might suffice, but sculpting is waay easier. $\endgroup$
    – Layman806
    Jan 23 '16 at 10:20

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