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Blender Tutorial: Coloring and Rendering Donuts

Jul 23, 2024

Blender Tutorial: Coloring and Rendering Donuts

Coloring Sprinkles

  • Traditional Method (Not Recommended):

    • Manually selecting each sprinkle and assigning a color.
    • Issues:
      • Color is locked to each sprinkle.
      • Difficult to change color distribution.
  • Efficient Method:

    • Create a single material (e.g., "sprinkles").

    • Apply the material to multiple objects simultaneously.

      • Shift select all objects, then select the object with the desired material last.
      • Press Ctrl + L and choose "Link Materials".
    • Shading Tab Setup:

      • Add an "Object Info" node and use the "Random" output.
      • Converting random values to color using a ColorRamp node:
        • Linear to constant to ensure consistent colors for each sprinkle.
          • Example: Light blue, purple, pink, white, yellow.
        • Adjust color distribution easily.
    • Adding Metallic Sprinkles:

      • Use the "Metallic" slider in the Principled BSDF shader.
      • Typically, values should be either 0 (non-metallic) or 1 (metallic).
      • Create another ColorRamp for metallic properties (black = non-metal, white = metal).
      • Adjust roughness for realistic metallic look.

Rendering the Scene

  • Camera Adjustment:

    • Use Shift + ~ (fly mode) for camera positioning.
    • Navigate like a video game (W, A, S, D for movement; E for up, Q for down).
  • Render Engines:

    • Eevee (real-time, rasterized engine):
      • Fast but not very accurate for realistic lighting and shadows.
    • Cycles (path-traced, offline renderer):
      • Accurate with realistic bounce lighting and shadows.
      • Utilizes CPU or GPU (enable in Preferences: CUDA for NVIDIA, HIP for AMD).
      • Performance enhancements using GPU and denoise techniques.
  • Adjusting Scene Lighting:

    • Adjust light position and strength for better shadow effects.
    • Use Alt + G to reset object positions.

Subsurface Scattering (SSS)

  • Importance:

    • Adds realism by allowing light to pass through objects like icing or flesh.
    • Adjust subsurface settings in the material properties.
  • Setup:

    • Set "Subsurface" to a relevant weight (commonly 1 for SSS objects).
    • Adjust radius values to 1, 1, 1 (RGB channels).
    • Set subsurface scale based on object thickness.
  • Sprinkles SSS:

    • Similar approach with low scale values (e.g., 0.02).
    • Metallic sprinkles automatically negate SSS effect.

Homework Assignment

  • Model a Plate:
    • Use the techniques learned to attempt modeling a plate.
    • Apply the previous tools and skills for hands-on learning.
    • Reference upcoming video for solutions if necessary.