Making of the Fruit Tarts
by Hau Ming (Jamie) Li, USA


Custard is yellowish in color, with a high specularity and some reflection.  I cloned a piece of custard color, painted the entire layer with that color, added some noise and Gaussian-blurred it.  For the specularity maps, I used a noise filter and painted it with a white brush and added a tint of light blue in the color balance of the attribute.  And I used a skin shader for the photorealistic look.


Custard color map and 2 specularity map

For the grapes, I took a piece of a grape image, scaled it, used brightness and contrast, level and blurred it.  I did the same with the raspberries, except I used a white brush and painted the center for that powdery look.  Here are the textures I used for the Red grapes, Green grapes, and Raspberries.


Red grape textures


Green grape textures


Raspberry textures

To make a fruit fresh and wet looking without waterdrops

It is very simple really; all you need is a black and white noise file with a tint of light blue for the color balance for the secondary specularity attribute and a little bit of reflection.  On the left is a red grape with the default secondary attribute which means no file texture.  On the right is a grape with the noise file texture for the secondary specularity attribute.  Next is the added reflection.



Lighting


I used 3 Point Lights, 2 Area Lights and an HDRI.  The main light is the back light with an orange color to represent the sun coming into the room hitting the surfaces of the fruits.  Then I add a low intensity Area Light hitting the side of the raspberries with the same orange color as the back light.  I had that Area Light light-linked to the selected bulbs of the raspberries, which I named litballs, as well as the custard of that tart to give that realistic look.



Skin shader is a very processor-expensive node if you are not using it to texture a character.  Food is more translucent than human skin, so the values in the attribute of the skin shader are a lot higher, along with the scale conversion as the more translucent it is, the more noise you will see.  So you have to add higher values in the scale conversion to balance it.  You can adjust the lightmap as well, if you want smaller values in the scale conversion.   The skin shader can only take so much before it gets corrupted by tweaking it for so long.  It turns black in the hardware view.  And if that happens to you, either open the same scene without saving it, or use a fresh node and copy and paste the attributes from the old node to the new node. 


Back to lighting, I added a point light with a reddish raspberry color inside each of the raspberries to enhance the translucencies.  I also added a low negative point light of -2 to absorb the lights and enhance the shadows at the front right between the raspberry tart and the pomegranate tart.  Be careful with the use of the negative light as it is more expensive than a positive light.  In addition, it makes the neighboring textures bleed if the intensity is too high.  So use very little.


Image with the negative light of -10

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