trying to develop a bread rendering technique (like in Pixar's Ratatouille)

Hi,

I’m trying to make tasty looking bread seen in close up. I would like to be able to do something like the volumetric shader they used in Ratatouille.

Does nayone can share any idea about that?

reference:

I just started doing some very early tests with vrayVolumetricFog (you can see i’m not there yet!):


what about using vray displacement with water level…

Or vray metaballs with a texture. It’s kind of a vray iso thing alright.

You might want to look at Krakatoa and/or Frost for this. I was testing something not too different last year and Bobo was helping to figure out a few ways to create that sort of Iso-surface with those tools. It definitely had some potential I think, but it never went that far for me so not sure.

bobo’s last shader is really cool.

Jstrob, did you get anywhere with your test? I’m trying to do some airy bread like that as well, having a heck of time as I’m sure you know.

There’s loads of photogrammetry bread out there now if you want it for still shots.

Is this VrayISO thing still available or working?

vrayiso is long gone unfortunately. but vray metaball in vray 3 can do some similar stuff, although doesnt seem quite the same. for one iirc you could just apply vrayiso to a mesh as a source.. with metaball you have to first fill/cover the mesh in particles.

I wish the VRayMetaball could use the Krakatoa tools as a source of particles, rather than just pFlow…

That’s not impossible, but we’d need some sort of API to get the particles from Krakatoa. Is one available?

Best regards,
Vlado

I have an email in to Bobo at Thinkbox to check and see. Thanks.

I worked with a guy that worked at Blur studios for a while and the way he did cereals and breads/cookies was to nest bercon noises inside eachother, sometimes 3 deep. It was confusing but the results were quite good.

Here’s a crude attempt with Phoenix:

At our studio we are currently doing a small commercial involving food, specifically a sponge cake, and in the last weeks between some other jobs we tried several techniques, from modelling in zbrush and vraymetaballs, from replicating with krakatoa+frost, then photogrammetry.
I really wished VrayIso to be still around.
Every way has its own pros and cons, to me the best would the latter, problem is the usability of what you get. I’m trying now to export something useful, for example vector displacement maps. Here are some results with a normal sponge i used as a test.


Besides the holes in your example you can see the fibers of the bread going in groups with the same direction

Sorry to start the thread but didn’t follow up. Finally didn’t see any answer here before today but I used a krakatoa-frost method. I used krakatoa and frost to mesh a cellullar noise volume map using several levels one inside another like someone said. The result is exactly what I wanted.

You can see my results here:

and here (modeled the exterior in zbrush and inside with the krakatoa-frost method (I should do some more close-up to see the effect better).:

id have imagined ( not knowing anything much about krakatoa/frost) that you could use the same cellular noise, with vraymetaball, to generate a mesh like that. might not render very fast compared to a pure mesh though.

Krakatoa is for the particles generation from the 3D space of the 3D cellular procedural texture. And frost is for the skin generation. Yes vraymetaball can generate a skin but not the particles. And Frost has a lot more feature for mesh generation than vray metaball.