Blender Tutorial: How to Make Realistic Bread

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Oh bread good Oh Krispy doughy bread good for so many uses like toasting sandwiches you know the only thing better than real bread that's right virtual bread bread made in a piece of 3d software because you don't have to get your hands a little sticky and that's what we're going to be doing today we're going to make a bread using blender and this is the finished result you can see right here we're going to be focusing entirely on the bread though we're going to leave the rest of that junk out of it just the bread and you might be wondering why should I care about bread man and it's a pretty obscure tutorial topic I guess I mean bread is pretty weird but people have actually been requesting it believe it or not so if you're not into bread do know that the technique that we're going to be learning it can be used for most foods so whether you want to make a zucchini or an onion or I don't know cheese pizza anyway it can be used for making a variety of different foods so if you're into architectural visualization you want to make a kitchen you can put some food on the table stuff like that if you want to have characters talking over a dining table you can have food a lot of people avoid food because it's a quite hard to make so I'm gonna be showing you how you can make some realistic food so that's good we're going to be learning about organic materials which is different to my usual tutorials which are all about the hard surface modeling like concrete stuff like that so organic materials allow light to pass through the object which is uh different so we're going to be learning all about the new subsurface scattering node which has been added to cycles so if you've been curious about that new feature we'll be covering that which is exciting also gonna be discovering why displacement maps are awesome if you didn't know already and also my normal maps are awesome so that's why you should care about bread man anyway give you a tutorial overview that's what we're gonna be doing first of all we're gonna be modeling the loaf of bread da then we're going to be getting into some displacement mapping adding in a little bit of extra detail getting into the materials into the sub for scattering all that extra stuff that gives it its realistic look that we're going to cut the loaf so we're going to cut it like clean down the side and then we're going to be adding in a separate texture and everything to give it that you know cut loaf of bread look and then finally we're going to be rendering it so the idea for this tutorial actually came way back in 2010 I made this tutorial the realistic kitchen tutorial and a lot of people ask me hey Andrew how did you make that bread sitting on a counter there and to me I thought the bread looked horrible but believe it or not a lot of people wanted a tutorial on that so I said I'll get round to it eventually I'll go tutorial soon so I figured that now three years later is probably the perfect opportunity to do a tutorial on it this is what it looked like up close believe it or not look out what kind of realistic it is I mean that's that's a photo almost almost anyway I before I started this this project I I did a bit a research online to see if I could find some textures for bread and turns out there's actually not that many textures believe it or not like for food in general that's just like it's not many textures at all so I thought why don't I make my own so I went to a baker here in Korea and I bought this loaf of bread I bought it and I thought I gotta make a texture somehow so um I mean you don't have to be a pro to photograph your own textures that's sort of like one of the things I used to think was like you have to leave it to the pros like making your own textures like it's actually pretty easy believe it or not all it is is you just have to try and eliminate the shadows and the highlights and that's actually fairly easy to do what I did was I went to the store and I bought a tablecloth which is like this clear film tablecloth thing and I stuck it to my window because that's and what that'll do is that'll defeat harsh shadows coming through and then I got one of those offers container boxes and I put some of that tablecloth around the around the box as well and then I put the loaf in the box and then I position the camera over the top of it and then took a photo and essentially what that will do is it will give you this result which is a I guess it's what the photographers would call like a white box and it's basically to give even lighting in all directions essentially so that's like super budget version of a light box I think that cost me six dollars in materials um but anyway so I got this I got this photograph and I also photographed it from a number of different angles and and then I sort of stitched all the different angles together and then I got this result which looks bizarre it looks like you've ripped out the stuffing of the bread and flattened it out but that's exactly the result you want like you can see that there's very minimal shadows and there's very minimal stretching and you can see that that would be very useful yeah so that's the texture that we're going to be using for the for the loaf of bread I've got that texture you can download it underneath this video if you're watching it on Blender guru and as well as that after that I cut the loaf of bread and then I photographed it as well and then I got this texture here which is what we're going to be using to get that cut loaf of bread look so then when you take those textures you put it in blender you get this that's without the the rendering of course that's just with the textures and then of course when you render it you get something like this so I put it in a scene I decided to go for like an early morning you know breakfast with some jam and butter and coffee and stuff like that you know always good to try and tell a story as I said we are just going to be focusing on the bread in this tutorial I don't want to keep things fairly brief for you guys so you guys can make a story out of your bread if you want I don't know what kind of straw you could make you could make up but anyway alright ah let's go ahead and jump into blender if I can find it this one Bing alright so this is the finished scene that you can see right here there it is so the mesh itself believe it or not it's actually quite simple it's pretty low poly so we're going to be using the help of some displacement maps in order to get that extra detail there as well as normal maps which will give us even finer level D tail and then we'll be using different materials so a separate material for this sliced bread look on the front there so um yeah basically having a bit of fun and you could use this loaf of bread for a variety of different scenes in order to give it a human touch you know it was in every type of scene that you know you're making I don't know it's good to have food in it I guess struggling to come up with ideas of what you could use bread for I'm sure you'll come up with something anyways let's go ahead now and crack open a new scene in blender now whatever you're modeling anything in blender you want to think about the the overall shape of it now having a look at our reference photo here you can see that the basic shape of this loaf of bread is it's almost spherical it's almost like a complete sphere so you might be tempted just to make a sphere however you can see that the the way the the way the bread has been baked you can see that there's like this like this sort of undercooked area in the middle here and then this sort of outer shell which is sort of forming this crusty top which is sort of like broken apart so if we can actually model in that geometry then we will get a more realistic looking result so you want to be thinking about you know like the basic shape of things and then how you can model that so sometimes like starting with like a easy object like a sphere can sort of hurt you later on because you won't have the initial detail there anyway let's just get started and you'll see what I'm talking about so um cranky did I oh we haven't deleted this okay so delete the default cube and the lamp and the first thing I going to do is load in that that texture that I just showed you before that stretched out looking texture so if you're watching this on Blender guru the texture there is already provided for you so you can download that so this is how it looks so I'm you can see here we've got this uh this this cross area okay so this is sort of like lower then this outer crust area which is slightly raised higher so the first thing I'm going to do is model in just this white cross looking area so I'm going to start with a plane and I'm just going to move this plane just around just very roughly at first like such and then I want to take these edges and then just stretch them down to be roughly that shape about there so you want it to essentially like see this crusty area here this brown area you don't really wanted to touch that so you just want it to be in the white area so something about that is pretty good okay and then this one here as well okay that's alright and then finally this area over here and then we'll scale that down okay cool so that's pretty rough so let's add in a loop cut just so I've got a little bit more detail so you can sort of match it up a little bit better all right that's good and then one here as well okay likes that's pretty good and this one here specifically one goes there and stretches out a bit mm-hmm okay alright and then one there okay cool so that is the cross area then what we want to do is create that raised dot surface which is going to create the rest of the loaf so what I want to do is select all the the edges so if you just go to edge select mode then hold down alt and shift and then just right click and you can select these edges around the outside and then oh yeah okay with those edges selected press e to extrude then hit escape and then just scale outwards like that and essentially I want to scale it to be about there pretty much and then just go back into vertices select mode and you just want to move this so that it's in the position of where these four corners like this brown crusty corners where they sort of start about there okay there move that to there and with this edge we're then going to raise that up so that it's at a different height then the the white crust underneath it okay just moving this along if I sound like I'm talking weird today I don't know what it is I'm just really tired recently I've been passing out on the couch here in my office I have no idea why I just so tired I'm getting the appropriate sleep I'm just exhausted and so I just woke up and it's like 7:30 at night now and I'm like ah I supposed to be recording a tutorial I was gonna have a quick nap and at the time where's it gone anyway okay so we've got this outer crusty looking edge here now so that's good and what I want to do is now just create some faces so basically just joining this up so we've got one big square basically so I'm going to take this here I'm going to screw that one vertex out to be careful where I say vertice or vertex because people always comment say no it's if it's a singular form its vertex okay so we take these vertices and form a face alright so I'm just going to do that for the rest of this basically it was weird when I was uh out on the streets and I was looking for a bakery to buy the bread I saw this girl and she just had a shirt I just said in big bold white letters don't hate me you know and I mean I I get I get what she's going for you know that edgy sort of look like you know don't judge me man you don't know me and so I understand why she's wearing this shirt but whenever somebody's wearing something like that I immediately feel like what have they done you know because a normal person doesn't feel like that like hey man likey you can judge me if you like I mean it's your choice but somebody that is immediately saying don't judge me don't hate me I feel like I don't know what if what have they done she could have some crazy past I don't know she could have some whacked-out opinions like don't hate me man but I don't feel like gay people should be allowed to marry don't hate me you know it's like I don't know if wearing the the shirt is the most well is the the best idea you know his sort of just immediately makes you suspicious of that person it was kind of weird and to be honest I mean I I'm pretty sure she didn't understand the English written on the shirt she just bought it because it had English on it you know it's weird in like in in Western culture people will buy shirts with like Japanese writing on it or whatever and over here people buy shirts with English writing on it and often it makes no sense but because it's English I think it's cool so it's kind of weird like that anyway so so I just to explain what I'm doing now I'm just taking this outer edge here and extruding it and this is going to be forming basically this is like the top part like the top of the bun and then extruding this outwards here this is going to be like the side of it and then this edge here whatever this edge meets that's going to be where the loaf sort of touches the ground if that makes sense so then if I extrude that out even further again then that's going to be even more of it which is going to like tuck underneath the bread okay so that's just the basics of that so now I'm going to just go into the uv/image editor and load in that same texture like so and then I'm going to hit you and then select project from view and I just want to scale this up to be in the exact same position as I've got it over here I wish there was an easy way to sort of like match it like exact fit exactly how I've modelled it but I don't think there is I don't know maybe somebody can tell me anyway so you just want to match it up as best as you can but it was weird yeah when I was in Japan I met up with a the Japanese blender community and I became good friends with a guy called Yu Shi and he told me he went to Germany and he was just on a like a trip in Germany as a student or whatever just doing stuff as a tourist and he made some friends and one of his friends was wearing a shirt that had Japanese riding on it and it made no sense it was just made absolutely no sense and he thought it was hilarious he took out his phone took a photograph of it sent it to all his friends back in Japan and laughed at it and it's kind of weird cuz now I do that as well and all of my english-speaking friends in Korea and and Japan they all do the same thing like this people just walking around wearing shirts with English on it that makes no sense at all and it's it's quite funny anyway okay so I've matched it up as best as we can so that's good awesome all right now we just have a flat plane and it doesn't look like bread yet but its shell so what I'm going to do is grab this outer edge right here I'm going to push oh to turn on proportional editing and then change that editing fall-off to be sharp like that and then if i push G and then Zed I can now move this down to create the basis of the bread loaf so it's almost a sphere if you have a look at the original reference photo so it's pretty vertically high I guess you could say so if we just sort of move that down even more like that that's pretty good okay that's all right now I'm going to turn off proportional editing and I'm going to scale this in so this is the part which is going to be tucked underneath the bread like that we're not modeling the actual base of the bread because we don't need to see underneath it so that's fine as it is and then I'm just going to scale that in like that all right and then I might actually also take it and just make it a little bit more vertical as well like that now our original cross here is sort of actually let's just turn on our push control - and that's given it a subsurf modifier but you can see that our original cross here has sort of disappeared sort of gone flat with the rest of the bread so I'm just going to select it and just drag it down a little bit like so there we go now we're sort of getting to the the actual shape of the bread one thing that's bugging me though is that it looks like a square a little bit so it should be more of a sphere so let me just take these edges here like that and if I just turn on proportional editing and we can get a more circular looking shape all right so we're getting there we're getting there really slowly it might be boring for you I don't know it's just how it is man what can I do what can I do how can I make it more entertaining all right that's uh that's the pretty it's pretty good okay all right so I want that origin point that little dot there to be sort of on the ground like flat with the base of the bread so I'm going to select that that whole area there put a push s then Z then zero and now that has given us a flat base like that all right that is pretty good pretty good so far okay all right now if you were using the blender internal rendering engine you could just go to viewport shading texture mode and you'll be able to see that texture now on the bread but because we're using cycles we have to actually give it a material first before you can actually see it in text view mode so let's go to the node editor switch it to materials and then click new material and then if I add in an image texture node and then just select that texture that we just loaded in you can see that it's now appearing on the black the Brett and just connect it to that diffuse shader so we've just got a very basic looking material right now and and there you go so what you're looking for is anything that looks a bit too stretched or out of shape or you know whatever else but the basics of it is pretty good so you can see that by modeling in that cross area it's given us that geometry which makes it look a little bit less fake than if it was a complete sphere you know what I mean so we're just going for as as realistic of a look as we can whoops one thing that we the like I can notice though is that this these corners here are quite smooth looking very smooth looking because of the subsurf shader we've got going on but in the real photograph you can see that they're quite sharp these edges here so to fix that in blender we're going to be adding in some creases so just select these edges here just one by one like this this and this and then also the edge just underneath it as well so the edges around the base of it like that and then if you push shift and E and then just drag outwards what that's doing is it's creating a crease so you can see in the bottom left hand corner you can see it says crease and then a value so you're getting a value anywhere from zero to one so I don't want it to go one because then you can sort of get problems when we add the displacement later on but somewhere around about 0.6 looks pretty good to me so something like that and you can see that now looks a little bit better than it did previously so that's good this area here just looks a little bit strange to me so I'm just going to fix up that just stretch that out a little bit so you don't have any problems there all right that's good awesome so turn on smooth shading if you haven't already and yeah awesome all right the birds coming along quite nicely so what we've got now is the basic geometry of the bread so this is what you would call like large level detail so it's the block sort of geometry as best as we could put it in place you can see with the original reference image you've got a whole by of extra detail in here you've got like these little all the crusty little crunchy bits on top they've all got geometry to them right now if you were to try and model that yourself right now using you know in here subsurf and then putting in the detail it would take a very very long time in order to get all of this detail here and you probably wouldn't achieve it very well because it would be yeah be really difficult so what you can do instead is use a displacement modifier so I'm aware that some of you probably know what a displacement modifier is but for those that don't a displacement modifier is a one that you add right here over in the modifier stack er just go ahead and add in gosh where is it displacement okay displace and then click on new okay so what's that that has done as is it has applied a texture and it's using a texture to displace the geometry of this bread okay so you can see that it automatically looks so much better doesn't it look at it next horrible alright that's because the the texture that it's using is a cloud texture currently so if you go to the texture panel then select and it's got a section here modifiers displace texture so click on that and you can see the type is it's using a cloud texture so what we want to use is an image texture alright and then go ahead and click on open and this texture is one that I have pre generated ok so this is how it looks it's this one right here it's a grayscale version of the original texture so I used a piece of software called crazy bump which generates a whole variety of different Maps one of them being a displacement map so it's basically a grayscale softened version of the original texture so yeah if you don't know what crazy bump is you can have a look at my tech my tutorial that I made a few months ago called advanced texturing I think it was where I just went all through crazy bump and showed you how to use and everything but anyway so I've given you the textures here on Blender guru so you can just download this yeah so go ahead click on open and once you've clicked open and loaded it in go back to the modifier stack er and then change the texture coordinates to be UV and then what you want to do is turn up the sub surf amount to be about level 5 all right and then turn down the strength of the displacement until it looks natural okay so I find generally strength value of about point one or point two will give you good-looking results you point to even yeah that looks not bad that's pretty good okay cool awesome so you can see obviously that is a lot better than what it was previously when it was all smooth by adding in a displacement modifier and using the actual texture itself we've given it a lot more detail but what I would call this detail is sort of medium level detail because if you have a look at the original reference image there's a lot more detail on the kind of microscopic but like I know what level D it's quick like a high high level detail you know like the little bumps and little tiny specks of dust on here so um sorry somebody's just sending me messages oh it's my wife oh dear what she's saying with what time can I be home she want me to come home now I'm doing a tutorial ah anyway okay so what we've done so far is we've got the large detail and then the medium detail now we want to add in the fine level detail so to get that what we're going to do is is we're going to use a normal map so what I spoke about before using crazy bump crazy bump generates a whole variety of different Maps one of them being normal Maps as well so a normal map is actually used in the material itself so this is in the material of how bread-loaf so we're going to load in an image texture so go ahead click on open and this is what it looks like in the thumbnail view I'll just put the full image there so you can see how it looks again this is made using crazy bump you can generate your own if you just download crazy bump or you can just download the one that I've already provided for you with this tutorial so go ahead click on open and you can see that's how it looks over the original mesh you can sort of change weird like cycles will let you just click on whatever node you can see how it looks on the on the mesh but it's this weird purpley looking texture a normal map is is a special bump map basically some people say it's a more accurate bump map than a grayscale map because it allows for an extra like direction basically anyway not getting too technical but with a normal map you can't just use it as a normal bump map like you can't just put it into the displacement modifier you have to put it through a normal map node like that so you take the color value of this and then put that into the color input of the normal map and then you take the output of the normal and then put that into the normal input of whatever shader you are using in this case a just a diffuse shader alright so then from here there is one extra step and you may want to make sure you always remember to do this with a normal map you want to set it to non color data space okay if you don't do that you'll get weird looking shading trust me it looks horrible okay so now we've done that we've given all this strength here we'll let you define the strength of the the bump map but anyway I'm going to give it a render now before I do though let's get rid of the background image okay and I'll add in a let's add in a lamp whoops we're gonna give it a Sun lamp the image that the sort of style that I went for was like a morning sunshine sort of look so let's just I don't know trying to imitate that I guess strength of the Sun I'm going to go with five I'll give it slightly orange yellow colors to look more like a morning Sun and let's go sort of front view on to the loaf of bread well not exactly front view something like that okay okay that's pretty good all right now good idea to save it before you get any further ahead okay awesome all right so now we can go ahead and render it let's have a look at the fruits of our labor lay labor okay pretty good you can see that the bump map are like this fine detail that you're getting on the edge here that's because of that normal map that we added in and so it's giving us that fine amount of detail and we should be getting in you can't really see it from this angle but that's just sort of going a little bit further something like that that's pretty good you should be able to see the detail of our displacement map as well which is giving us that medium level detail so we've got the large detail which we modeled ourselves then the medium level detail which we got from the displacement map and then the high level detail from that normal map now one thing to note now though is we have another problem and that is that our loaf of bread looks like it's made out of concrete almost like it looks like it's a heavy rock and the reason for that is that there is no light which is passing through the bread and that is where we get into the next topic which is organic materials so organic materials are basically anything that I guess is well not alive but allows light to pass through it so you yourself are an organic material how's that little special snowflake you are you're an organic material so basically if you hold up your hand to a bright light source you should see within like the webs of your fingers light is passing through the fingers your fingers and it looks kind of red in color and that's because light is able to pass through the body and through the blood and you're getting like this red sort of look so in the 3d world that is called subsurface scattering so previously blender has had that feature for years however cycles has only just recently had that feature built into it so of the last release you can now do subsurface scattering so what I'm going to show you now is how we can apply that to the bread because bread especially here on this dark shadowy area in a normal you know normal photo of bread if you have a look at our original photo here light is actually passing through the surface of this bread and it's actually lighting it and although it doesn't look very noticeable like it's like if you're looking at this and you're trying to think like well where is the light passing through the bread I can't really see it it's supposed to look subliminal like not subliminal um like subtle yes if you can see the subsurface scattering I think you've overdone it a bit so but basically the result that we have at the moment looks like a rock because the light isn't able to pass through it so let's get into subsurface scattering cool awesome alright let's just move this around a bit okay so subsurface scattering is added to two cycles using a subsurface scattering node so this is in the shader section so go ahead and click on add and that's how it looks so to give you an overview of what this does this color value believe it or not is not the color of the light when it passes through a mesh it's actually the color of the surface so it's basically treated almost as a diffuse shader almost so what we're going to do is we're going to take the output of our image texture node and just put that into the color input like that now the scale the scale is how much of the light or sort of how far the light will be able to travel through the surface so if you wanted it to be I don't know something not very like something hard and trying to think like what sort of hard like I don't know like a hand or a I don't know something then you would use a low value like a lot of people use like point to each value for a lot of different things whereas something like butter for example allows a lot of light to pass through it so that would have a higher scale value you know and you can sort of turn that up to be gia what's the maximum amount look at that go crazy anyway the value that we're going to use for our bread is just our one I've done a bit of experimenting I found that one generally works pretty well now this value here this one radius this is the confusing one and to this day I don't know why they've done it like this but this radius value is actually the color of the light that is going to pass through the mesh now you might be thinking well how is it the color because you've got first of all it's called radius and also you've got three values um again don't know why they've done this but basically these values are the are G B values red green and blue values I don't know why it's not just something like this so you can choose the color in fact actually I would put money on it that in the next blender at least that's actually what it's going to be people have already asked on the blender artist forum that they change it to be like that but for the moment if you want to change the color of the the light that's passing through the mass you have to add it in here so in our case for the bread it's actually pretty easy because the light that passes through a bread is almost white but it's slightly yellowish so we're going to use our one out for the red value and then point nine for the green and then let's go point seven for the blue and that should give us a slightly yellowy looking color all right so now how do we combine that with our diffuse shader you combine it using a mixture like this and then basically as with everything you know I'm sure you've all used cycles materials before the closer sort of the hi you set this to 1 one will give you 100% of this subsurface scattering value because it's in the bottom shader if you set this to zero then it's going to give you 100% of the diffuse shader so what you want to do is get a blend of the two so generally I find around about point seven point eight is something you want to be experimenting with that's generally the best values to go for so the subsurface caring if you just leave it at one it almost looks like the diffuse shader just itself with but it looks sort of like slightly I don't know almost buttery because of the light that's passing through it so anyway so you want to have some diffuse and some subsurface scattering so let's go with 0.8 and let's leave it at that and let's go ahead and hit render pane Oh doesn't that look better no it doesn't okay there's a problem all right for one it looks really dark right you might be wondering like what's going on here in fact if you turn this up to one and render it you'll see it's black so what has happened okay well it took me a while to figure out myself but this feature subsurface scattering is so new in blender that is only available to be rendered on your CPU for one and all so it's not actually a supported feature it's an experimental feature so you need to make sure that it is currently at the time of this recording I'm sure in the future it's going to be enabled for GPU as well but for now we are going to have to use our CPU so I'm going to change the performance let's just go sixteen by sixteen okay for my CPU rendering that the best sort of tile method okay all right all right so now that we've done that let's go ahead and hit render on that and let's have a look at the result that we get data all right so now you can actually see it having an effect so this was previously a completely dark looking value now you can see it's got a little bit of light to it so it looks automatically it looks a lot more realistic than it did previously so this is how it looked before if we give it that a render of the just the diffuse so this is just the diffuse by itself and then this is with the subsurface applied to it so you can see how it sort of made it look a lot more organic and a lot more like real piece of food you know so that's what subsurface scattering does so it's not just for people not just for human faces it's it's for all sorts of organic materials so um so that's pretty much it so at this stage we can I think actually I'm not too with how much of the yeah I think there should be more of the this base sort of showing so I'm just going to move that cross area up a little bit and maybe make it a little bit more vertical like that but it's pretty good as it is let's set that back to be 0.8 and we'll give it a render one other thing I might do right now actually is if you have a look at the original reference photo here there's not very much but there is a tiny incy wincy little bit of gloss gloss being reflection so there's a few little highlights here so we can add that to our bread if you wanted to go for like even more realism you can add that by using a glossy shader like this and where would we add it yeah we can add it in here it's fine okay so we're gonna add it as actually no it should be added before the diffuse shader no yeah all right we'll add it after okay so we're gonna add a mix adder drag this in here and what I'm going to do is because I don't want the entire thing because if we were to just have a look at this in the rendered viewport shading mode we don't want the entire piece of loaf to have this shiny excuse me shiny looking effect only some parts of it should be reflective so that's where using crazy bump has helped because we also have a specularity map which looks like this I'll load up the whole image you can see how that looks but that's a that's what a specularity map looks like pretty grayscale looking basically the dark areas will have zero reflection and then the white values will have extreme reflection and then the gray values somewhere in between anyway so if we load that in click open did it did it did it didn't we can then connect the output of the color value into the factor input like that and you can see that is now given it a little bit more realistic values but it's giving it too much glossiness so what I'm going to do is add in a color ramp node this is the my new favorite node I like to colorramp and then basically the white value would define sort of the maximum amount of reflection so currently it's too high because it's set at white so if I just scale this down I'm just going to get less and less looking reflections so you don't want it to look like it's like been soaked in oil or anything like that just a really soft amount of reflection so just something like that and you can see that looks pretty natural that's not too bad it's not too over-the-top and I'm leaving the roughness at about a point to maybe point three value something like that and that's just going to give it a very light looking reflection when it hits you know reflects off light so that's just going to give it more realism basically so there we go okay cool all right awesome so the next thing we're going to do is is we're going to cut the loaf alright because we are again at the fit looking at the finished result the loaf of bread is cut in half so what I'm going to do is I'm going to move well first what I'm going to do duplicate this loaf and I'm going to move that duplicate to layer two all by itself okay so just over here I'll just position it in the background or something okay and so now we're just gonna be working with layer one okay cool so what we want to do is I want to cut the bread the loaf of bread about here okay so pushing control are I'm creating a loop cut like that and then if I just push see I'm getting the circle select tool I can select this part of the mesh and then if I hit P I can make that its own separate object like that and then I'm just going to move that object to my trash layer so if I wanted to use that object again I can you know the rest of the bun but I'm just now just going to keep it as this okay so the first thing you want to do is because this is all like jaggedy you want it to be flat because you want to make it look like it's been cut with a knife obviously not with I don't know an axe sort of been hacked to pieces so I'm going to push s then Y and then 0 and that's now given it a flat yeah completely flat I don't want to be call that angle surface whatever alright so we now need to fill the in now thanks to be mesh if you wanted to you could just hit F and you now have a nice-looking face there however for this edge up for this face here this sliced face we're going to be using the displacement modifier again for the actual texture that we're going to put here so we actually need there to be some proper geometry so we can't get away with just putting a flat big old face over the whole thing so we want to have quads meaning square faces all right so the first thing I'm going to do is I want there to be a a sorry I'm just trying to fit find the words as I'm working I want there to be a square face right here as our first one so that top area there I want there to be a small face and there's my wife calling alright so I'm going to pause the recording and answer the phone and I'm back okay cool umm yeah she was very embarrassed I told her she's featured in the tutorial now so she got all scared Hey all right cool um sorry alright that's the reference image that's the blender okay cool what was I doing before I was distracted all right that's right okay so I've created one square face right there why is I change doing today okay so I want to create another one right here so I'm going to push ctrl R and right there okay and crit whoa gosh sorry it's completely throwing me having a call alright create a square face right there okay that's good awesome alright so now what I want to do is I'll take these two vertices and I'll just extrude them downwards to be about in the middle there because you can see we have some geometry 1 2 3 4 like that ok ah man alive okay there we go all right um and then we want to create another face right here so this is not the most thrilling part of the tutorial and oh just me IMing and airing and figuring out what I'm going to do next we're trying to get square faces all right so 4 vertices so just looking our mesh you're sort of working out how how you can do that so this area here we've got a few let's just move that back a bit okay let's create a face there another face here and then with these two vertices let's extrude that outwards and then we'll create a face on the bottom and then another face right there yes awesome and actually work down on too bad okay cool all right so now what we want to do is we want to give this edge here a bit of a crease to it because currently it looks very smooth looks like it's been I don't know melted off or something so so go into edge select mode and just select the end get that edge loop there and then again like what we did before push shift and then eat and then just pull outwards and you'll get a crease now one thing I noticed I posted out my original render on Twitter and I had the crease set at one and everybody immediately said almost as if like they had joined up and decided to all tell me at once that the edge was too sharp and it looked fake so I didn't realize that's why you have a fresh pair of eyes to look at your work for you that's why I like to post things on Twitter because after you been working on something for a while you can sort of not notice things but anyway you don't want to go for a solid crease value of one you want to go with okay so if it's it one now I'm gonna go - point four so a create value of about basically 0.6 so that's sort of smoothed off look that you can see right there now when you go out of edit edit mode you've got all this displacement over it and you can see the displacement looks horrible and the reason for that is because if you load up the UV image editor like this and then load in the original texture this was based off you can see that our original like the rest of the loaf is is properly mapped as it should be but all this new geometry that we've just created over here is now bundled up in a corner over there and we're not actually going to be fixing that problem because the rest of the loaf is fine as it is what we need to do is we need to actually create a separate UV map and then a separate displacement map for the actual slice of bread which is going to be visible right here so if you go to your object panel over here you can see there's a section for UV maps so normally if you've probably I don't know just on basic modeling or I don't know basic scenes in blender before most people will have only ever used one UV map but we actually need to use two so with everything selected there I'm going to click plus and that's going to give us a separate UV map so I'm going to call this new UV map I'm going to call this slice and I'll call this other one loaf just so we can tell the difference between the two so believe it or not when I select this one here this slice one it's now displaying a separate UV map so I could now take this and scale it wickety-wack whatever I want and then now when I go back to loaf it's fine so this slice is a completely separate UV map then then the original one that we've done there so we can do whatever we want to this one here and it's not going to affect the UV unwrapping that we've have done in the past so what I want to do now is I want to load in with the slice one there selected I want to load in a new image and it is this it's called slice so this is again one of the textures that I photographed and what I want to do is because we've got the rest of the the loaf of bread sitting behind it it's it's distracting me so what I'm going to do is I'm going to select all of those vertices that I'm not going to use and I'm going to hit H to hide them and now with just these ones here selected now we've got just the front facing arm I don't know we call it front facing faces towards we're the slice of bread is going to be okay ah man I'm sort of been thrown okay um so I'm going to select you and then select project from view and then what I want to do is just position this to be roughly the shape of that slice right there okay like that cool awesome so what we need to do now is so that we've got basically we've got two materials happening so we need to have two materials for our actual object so this material that we've got is for the loaf so now we need to give it a separate material for this sliced off frontier so I'm going to select that same material again and then I'm just going to hit the number next to it just so that we've got all the same you know the material stuff that we added before and I'm just going to call this new material slice and then what I'm going to do is down here I'm going to start basically just replacing these textures with their equivalents so I've got the slice color map which is that one right there so I'm going to click open for that one and then I've also got a slice normal map so that's slice normal that's what this looks like right here which is again that purpley looking texture and then over here you've got right we don't need gloss at all because the slice shouldn't have any reflection to it at all so that's fine and the subset of scattering we're going to leave that as is as well one thing to note though the normal map because we have now got two UV maps we need to actually tell the normal map which UV map to use so we need to tell it to use the slice UV map so now if you go to texted view mode um you would see that we've got some okay first of all we've got yeah like weird-looking textures going on alright so first we need to do we haven't actually assigned the texture to this new material so with these vertices here selected push assign and now you can see that we now have that slice now in view so it's looking pretty good it's not too bad now you can see that there's some of the corners of that like you can see these corners are a little bit white so I think the UV mapping for our slice of bread so the the slice is it's a little bit over stretched I would say like it's sort of over what would you call it I don't know yeah we can pull that in to about there all right and you really you want to try and get this crust area to be as far out as you can without it sort of going into the white area because the crust is what will help the it'll help it make a look realistic because the viewer is you know used to seeing real bread and when you cut the bread you get like this area you know as you can see right here where there's the crust and then it's slightly it's like cooked on top and then it slightly becomes more and more white as it goes in so if you can get the crust matching exactly where the bread meets then you'll get it looking really realistic so we're trying to get it as close to that as we can so this area here in fact I'm going to move up so that I get that there all right and then this guy and I move that down idea now we could have moved that okay pull that to there so just trying to get it as realistic as we can I mean a lot of this is going to sort of like be disguised because we've got you know the rest of the material happening so we can sort of get away with a bit of it but trying to get it as realistic as we can with what we're working with okay so that's pretty good now next step is the displacement modifier because currently you can see we've got this horrible looking displacement modifier and you can see that it's in the shape of the cross there that's because it's using this displacement modifier that we've added just before so what we need to do is add in a new displacement modifier and make it just for this slice of bread so the way that we can assign a displacement modifier to only one part of the mesh is by using vertex groups so vertex groups are what you would see right here vertex oops so if you've ever done weight painting push ctrl tab you can see weight painting right so what we need to do is we need to tell blender that bring back the rest of the mesh that this area here has a vertex group and the vertex group is called Loaf and then when they need to assign by hitting a sign with a weight value of 1 on that just these vertices right here so then if you hit ctrl tab you should see this the red area being a value of 1 and the blue area being a value of 0 ok so now if you go back to the displacement modifier you can now select vertex group and then select loaf and you can now see that our slice here is now completely separate and doesn't have that horrible displacement map applied to it so that's good also while we're at it we might as well set the UV map to be loaf which shouldn't really change it very much because I think by default it's already using yeah because it's got the default one whichever is selected it's got the camera next to it that's what it's going to use by default so you don't normally need to set that but I just said it anyway sorry to confuse you by this talking rambling ok um so now we're going to add in another displacement modifier underneath that one okay so we're going to click new for the new texture then go to the texture panel here and then you can see now you've got to displacement textures so we're going for this new one we've just created and I'm going to click well hang on was that the right one did I just delete the wrong one hang on that one's there and that one is that one ok yes ok so this is the few one I think gosh one might hang on let me see using that one that one is using that one ok what we'll see if it works so we're going to use again an image texture for the displacement and we're going to click open and again I've used that same slice texture there and I have generated this one slice underscore displace and again that's just a grayscale version of that texture so I then going back to our what do you call it displacement map over here we're going to set the texture coordinates to be UV and you want to set the UV coordinates to be slice okay and then because you can see it's now putting it over the entire loaf of bread you only want it to be applied to the front faces so we need to actually give it a separate vertex group for now the slice so again click plus for the vertex group here and actually let's just turn off displacement map so we can't see it okay it's good and we're going to call this UV a vertex group sorry I'm going to call it slice and I'm going to go into top view mode and I'm just going to select these faces here which make up the slice and I'm going to hit a sign so then if you go into control tab you should see that right there which is now showing a value of 1 for the slice so this is the loaf and then this is the slice so now as you can probably guess what we're going to do next is go back to our displacement and then for the vertex group I'm going to select slice and there you go so now we just as we did before just going to turn down the strength of this until it's something which looks suitable so I've actually find a value of about point zero five works pretty well now one thing to note is that we've got a lot of detail in the center here and then towards the edge it looks like the texture sort of been stretched a little bit now the reason for that is that we don't have a lot of geometry here you can see these faces are like rectangular and rectangular faces are a problem when you've got a displacement modifier so what we want our square looking faces so I'm going to hit ctrl R and then make two cuts right there and then ctrl R here and make two cuts as well and now we have a lot nicer looking displacements and you can see also now along the loaf of the bread we've now got this sort of the opposite problem it's sort of giving us too much detail in that direction so if you wanted to you could sort of fix that up by adding in more geometry here and then more here and then more here as well I generally don't like to add lots of geometry because then it sort of limits your options for um you know changing the mesh later on in fact no we've done that I think we can probably get away with less subsurface yeah for the actual mesh itself so anyway that's pretty good all we've got right there um okay so I mean we're almost done now this is pretty much it I think maybe turn that up just a little bit more for the slice okay that's good we're good to turn it's all set up okay the loaf of bread I want to make sure that's using the UV coordinates for the normal map for the loaf not anything else okay so now let's have a look at the render with our slice hey look at that doesn't that look wonderful looks like some weird Danish pastry looking thing it's horrible okay the reason for that is that it's using the UV coordinates for our slice but it doesn't know what the UV coordinates are by default it's just using the default our loaf UV coordinates because that's what we use by default it will always use the whichever one has the camera checked next to it so because this is for the slice we needed to use the slice UV coordinates so how you do that in the material nodes here is you add in an attribute node if you've never used an attribute node before don't worry there's not really much use for it other than this at least this is the only thing I've ever used it for what you need to do is type in the name of that UV map exactly as it appears so the name of it is slice so then I just connect the vector to the vector inputs just like that and it should actually and that one there as well normal yes okay vector vector normal hang on no no no that's not right or is it oh no no that shouldn't go to the non okay cool I was almost getting to confuse there all right so now that we've done that let's go ahead hit render again and we should see that it now actually matches the UV coordinates and there you go you can see the finished looking Renda and that's pretty much it guys that's uh that's roughly the tutorials summed up I think if I was to add some quick adjustments to this I think that that hastily added in loop cuts has sort of made this area here look crazy um like it's got a lot of geometry happening there right now so maybe I would turn down the strength of the displacement modifier to be 0.1 which I think will give it a more accurate representation and also I think I'll make this a little bit more higher vertically because I think the if you see the original texture of the like the slice if you sort of compare those two together you want them to sort of look the same so sort of vertically is about that shape there but that's pretty much it you can see that the light because we've got the subsurface scattering node in there you can see the light is sort of bleeding into the into the the bread slice there so it's looking quite good and it's yeah it's not too bad so if I now add in the loaf that we've created in the backdrop there as well maybe let's just put in a plane as well while we're at it so we can see some shadows happening I'll just do a final render with everything that we've just created here know how to there all right and I'll just give it a little bit more samples for the render let's just go ahead and give that a final render and let's see how that look and there you go that is the finished render that you can see right there so um you would do a little bit of fine tweaking here here and there to sort of make it look its best I think maybe the subsurface scattering is a little bit too much for the actual loaf of bread it looks a little bit too waxy to me so you might want to turn that down a bit but that is roughly it guys that is the rule gosh where is it this one there we go that's it that is the finished result so I'm hoping that this tutorial was useful to you for creating any types of food that you're going for and I'm hoping that I'm hoping to see some cool-looking bread renders that's for sure so go nuts go crazy make some cool-looking bread maybe make better bread than I have here maybe post that send that to me I don't know this was sort of like an experiment half for myself half for you guys so um yeah I hope you enjoyed the tutorial hope you learned a couple things and I will see you next time
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Channel: Blender Guru
Views: 661,596
Rating: undefined out of 5
Keywords: blender, tutorial, cycles, bread
Id: rrP1-ZJz3GA
Channel Id: undefined
Length: 62min 7sec (3727 seconds)
Published: Thu Jun 06 2013
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