Making of Cheese Platter
by Hau Ming (Jamie) Li, USA


For the strawberry leaves, I used an Anisotropic Material and manipulated the sliders of translucency attributes.



For the crackers and almonds, I used a Phong.


For all the cheeses, I used a skin shader.



Blue Cheese Interior



For the Blue Cheese Skin, I used a Lambert, and played around with the translucent values. Same thing for the brie cheeses.

For the wrapper, I used a two-sided shader and plugged in the front and back color map.

For the tray, I used a metal texture from www.cgtextures.com and plugged it into the diffuse and reflectivity attribute of the MIA material.



Lighting


HDRI, 1 Area Light, emit photons with a yellow and orange color for the photon color and light color. If you want to show emotions and make it appetizing, don’t use white light. Render with Global Illumination, Caustics and Raytracing on.

The more translucent an object is, the more you will lose the shadows to show depth. But don’t let that frustrate you; as this is where post production work with an occlusion pass comes in.



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