Product Rendering In Blender: Beverage Can

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hey guys in this video I will show you how to make this Starbucks Coffee render I'll cover everything from modeling to rendering so let's get started first of all go to the description and download assets from the resources link you'll find references for can the label for the coffee and links to add-ons used in this video for the sake of this tutorial I'll Focus only on modeling the overall shape of the can without the top but if you want to get a can with the tab I included some references for this part as well so let's start with the modeling the can I already put the reference there but it's not aligned with the center so let's do this real quick let's get mesh cylinder and just you know get the let me actually enable screencast keys so you can see what I do and just place this scale so we match with the cylinder just like that edit mode and let's just you know place this here and here in order to have a smooth transition like here we'll have to add bevel later when we go to the subdivision surface so for now let's just roughly align this just extruding scaling easy stuff just like that perfect let's do the bottom real quick with some inserting just like that that and one more and push this to the top and this one also just a bit so on these faces our can will stand on the floor go to the top same stuff like that some more extrusions let's add one here like that some more now here let's add one Loop cut like that like that as you can see here we have the edge so here we have to go there that like that and maybe one more here and now as I told you I'm not focusing on the top today do some kind of I don't know down it off this will be fine just like that and we have our con modeled so let's now add subdivision surface and as you see here we have lost some of the details especially on these creases so let's add this back with some bevel Magic let's see how it looks like looks great go to the top and the option X or on Windows alt X is these show overlay stuff this is not a default shortcut you can just set it using right mouse key and then change shortcut and set your own one more bevel and it looks pretty good now let's scale this a bit so it fits with the reference it's pretty much fine but you know just tiny tiny like that and also we need to add one bevel here great now we have to do some UV unwrapping and in this case we will have to add pretty much two UV Maps one UV map will be for the label and the other one will be for fingerprints so we have to add three seams one seam will go somewhere let's say on the back of the can the other one where the label ends so it's like there and the last scene will go there we will at the end one more time and speak this one on the top this one awesome you Maxine and now let's see if we have the uniform scale and as you see here it's slightly off so it always has to be in the uniform scale otherwise we'll have the UV map a bit messed so you know Ctrl a scale that's it let's select all of these unwrap and we have to add some materials the reason I add materials first is just because I want to show you how the UV mapping process looks like and why it has to be done so let's add real quick the label and let's plug it to base color now as you see here complete mess so UV unwrap go to UV editing I forgot to mark Sim one thing now UV unwrap awesome let's select just this part where we will have the label visible so we deselect it using another add-on that is included there UV layout Rectify let's rotate this and take a look how it's already changing the stuff let's place this you can also click crop and just scale this also a bit on the x-axis just like that perfect and as you see here we have some distortions over there and that's because the subdivision so advanced and keep Corners works just fine in this case so before adding fingerprints let's add the metallic material so for the label we all we have to do is just to go with metallic and something like 0.8 and roughness 0.3 now let's add the material for the rest of the can which will be pure metal and we can do this using just click let's just select where we have our can real quick we can do this like that with shift like that and the last one is this one awesome then Ctrl I to invert and now we have selected everything but where you have our label plus new assign and we have our can let's name this metal and this one will be labeled so metal pretty simple let's just fix the slightly off-white color to Pure White and then roughness 2.3 metallic to point eight and then go and add some fingerprints [Applause] let's add the textures and let's see how this looks like on our UV map I feel like it's a little bit stretched so to fix this there's one easy solution just add another UV map let's call this one label and this one fingerprints in and now you have to add UV map node plug this here and there fingerprints let's create a UV map for this one Ctrl I bam Rectify crop now rotate this one like that crop and scale this just a bit so we have our texture seamless great and it looks much better you can also manipulate a bit where you have your fingerprints using a mapping node let's plug this here and now changing the location you can adjust this to your liking so now we have to somehow combine these textures with the principle bsdf so to do this we'll use mix node set as color and we have to change this to add factor let's leave it as it is and just plug color here and it's very subtle as a base color this will be more prominent once we add the roughness let's focus on the factor firm now and change this to something like 0.6 and now let's get the same note and plug roughness to the bottom socket and in the top socket we'll choose the roughness we have here so here's the value of 0.3 and we have to make the same value here so 0.3 plug this to roughness and look what happens much better and last thing I forgot about is to change the color space for the color to non-color as it's only black and white and same for roughness you can leave srgb color space for the color and go with non-color for the roughness and using the factor value you can decide how much you want this to have prominent something like 0.3 0.4 should be fine the next thing to do is to add some droplets and you cannot droplets using paid add-on called the droplet generator this one costs something like 10 or 15 bucks on blender market and the advantage of this add-on is that you have actually some support for animations you can add some kind of animated droplets you see these and you can animate this using the long animate parameter also these look just much much better than the three options but that's just one option and the other option is to use a free add-on also called droplet generator by japa and this one is like a set free and you can add this using file append and by clicking on droplet generator.blend you go to Note 3 droplet generator add geometry notes and pick this one this is our add-on play with the size the density and just decide how many droplets you want to have and the big advantage and the main reason I would say that you should consider using an add-on is that you have already a pre-made Shader that can fix some problem later on when you have your some weird shading on these droplets that look fake you can just play with limit rate depth and limit Shadows to prevent such stuff from happening so I'll just really quickly adjust this to our needs so some smaller will be cool yeah just like that awesome next thing to do is to add the mirror-like plane let's just take our account to the top and actually you can scale this a bit down because like it's five meter tall let's keep this around one and a half meter and the reason why I don't use a realistic proportion like this can in real life should be I don't know 10 15 centimeters and the reason we got such a big scale is that you have to play with the size of the droplet generator again and let's just place this thing nicely there add the plane scale this up go to the shading and the principle for this one is to go with specular all the way to it one and roughness all the way to zero great now let's add the color and the color that works here is this one I just found this one looking best from in my case let's rotate this thing awesome and I want to show you just how it looks like so let's add the camera and we'll go with something like 1200 and 1500 go to zero camera view let's divide our workspace put it to the top and as you see we have this kind of stretching that is by because we have by default 50 millimeter focal length let's go with 90. in the viewport display let's go with passport out all the way to one so we don't see anything other than can and obviously change the render engine to Cycles go with GPU compute and let me reduce the maximum to 200 and we can look high contrast and I guess there will be yeah there is something visible obviously this isn't any I don't know lighting for now it's just you know to show you what I mean with this reflective plane so the next thing is to add some coffee beans on the bottom and you should go with definitely some you know asset that you can buy or download because it will be pretty time consuming stuff to model coffee beans yourself as it has so many details and it's pretty easy to mess up so there are many good paid assets on the internet but in this case we'll use a blender kit add-on that already has some good coffee beans so let's add this thing here and it's very very small let's pick the empty and scale this all the way up and the good thing about this particular model is that we didn't have to mess with rigid bodies to you know get our coffee beans down we already have this kind of done so now we have to delete some coffee beans to you know give the place for our can and the way we'll do this is to go to this thing and select the cursor and now we can select click this and you can't anymore select the can also let's hide the empty and go to C and you see to just have the circle selection click that and delete and as this here almost have no coffee beans intersecting with our you can the rest we can just delete manually not a big deal get let's get the plane back and we can drag select all these coffee beans by right click and select objects or we can just let's just select the empty and go with this upbeat to the top so we don't have so much intersecting all right so now let's work on some fluid Splash and normally I would go with flip fluids which is another paid add-on this one is more expensive because it costs something like 70 80 dollars but in this case I will go with just Manta flow as honestly it's pretty fine for still renders let me disable the geometry nodes and we have to go with some dummy obstacle that will be low poly compared to our original one and we can delete the one half of this product delete this and let's just select this and that and scale this on the x-axis a bit like that this will help us with the splash because normally the splash will kind of wrap around the can and we have to go this one to spread a bit let's delete every other loop so we are further reducing the poly count and we can also go with that out so we have no pretty low poly object which is great which will make our fluid simulation faster can add some angle I'm gonna call this obstacle so now let's set up the domain so just add Cube place this like that basically how we want our domain to be this will determine where we will have our fluid action happening so don't have any unnecessary space here as this will make your fluid simulation process longer something like that will do the job so now let's go to physics properties click fluid and choose the type domain already something's going on let's apply this scale set origin origin to Geometry and now change the domain type to liquid and for whatever reason this becomes a solid I don't know why probably this has to do something with mesh let's go with resolution divisions for now to something like 100 as we have to probably run this simulation a couple of times let's go to frame and to something like 50 as we want to have only the splash type to all and the last thing we have to do actually few last things before we go with our first simulation is to add the inflow which will constantly generate the fluid let's go with the sphere Ctrl a to apply this scale now go to flow and flow type 2 liquid another thing is to add this one go to fluid and Vector so you have Collision Also let's remove all this unnecessary modifiers okay Collision all that things okay now let's go to this one and very important thing is to disable the gravity for now we won't generate any mesh as we want to First Take a Look if we have our inflow going the right way let's pick initial velocity and now let's see on what direction we have our fluid going so this one is the y-axis this is X and to the top is the z-axis so let's go on the Y and let's pick probably minus but I'm not sure we'll see in a minute alright so it seems that we have everything set now let's hit bake all and depending on your machine this can take quite some time all right as you see here we have our simulation bake so now let's see how it looks like I forgot also to switch from flow behavior from geometry to inflow I don't really use Manta flow on daily basis so forgive me guys and let's go to here's liquid and info so we have the fluid constantly going but as you see here we are at least we picked the right direction so we actually could go with baking some mesh so let's go bake oh all right so as you see here we already have this simulation baked so now let's take a look how it looks like and we can probably do something about this particles all right so to me it seems like we have too fast so let's reduce a bit the initial velocity to something like minus five this will be fine and also I think we can go with the proper resolution of something like 200 and also we can go with and at 25 instead of 50. we have also much faster much shorter time let's go with 200 will be fine and let's bake all again actually let me hide the obstacle and enable the can so we can see kind of what's going on let's go and bake all all right so we have our simulation baked now let's see how it looks like so that's how it looks like you can go to modifiers and disable liquid particle system and that's way too much fluid so let's go back to settings and we can actually scale this down a bit something like that now this guy's looking what looks good it's free all and get down resolution divisions to some like 150 and bake to let's go with 15 frames instead of 25 and bake all again all right that looks much better let's see and here's our Splash done something like that should be fine so you know just scrub through the timeline and check what you likes the most yeah let's go with this one so if you're sure about which one you want to go with let's go with Ctrl a and visual geometry to mesh that way we don't have any more the fluid simulation we only have the steel now let's shade this smooth and we can also get some smooth modifier and then just go with repeat as just something like 20 or 10 yeah 10 looks great so we have our coffee Splash done so now it's time to work on some lighting and the way I do lighting for almost all my works is to do the gradient light and the gradient lights I almost every time do with just a plane like that and go to the Shader editor add new material delete principle bsdf go with emission then gradient color ramp and Ctrl T if you have the node Wrangler add-on enabled this is built in so feel free to enable it if you haven't go with object and now we have our gradient light done and also for the coffee material we'll go later once we get the lighting done so we can pick our perfect coffee material all right so let's go to check if we are in Cycles yes we are let's disable the world background to zero so we don't have any illumination from the default gray color and let's place our first light this will be the key light let's go let's do this one that and also very important thing is to go to object properties visibility revisibility and disable the camera that's what it does and we can't see anymore our object okay so let's place this around kinda looks fine let's try something like that scale this awesome you can go with some strength up very nice second light will be on the other side with normal rotation like that just you know guys you have to look what looks great for you here are the principles I would say second light edit also go to film and enable transparent and transparent glass as we'll be adding the kind of background in the Photoshop later on now if you want to have different strength for these one light and this other you just have to click here so we have two different materials for this stuff awesome even more great and this one let's slide here and sometimes when you have the black design of the can and black background you won't see the outline of this can because it falls into the background so the easy solution for this is to add a plane without any materials put this behind can scale this a bit and go to object properties and also camera visibility and what this does is this has this nice Rim that reflects these two lights just this light bounces take a look now we have no room light and now we have the red light and the Mount of Rim light can be adjusted just by scaling this now we have so much room and now it's subtle let's go with something like that now let's add some more lights and now we'll go with just area as this will be accents and one line behind the can so we have some lighting on the downside of the can I would say and also this will add some lighting to our fluid let's get this up so we don't have any reflection on the glass like that and rotate this so it goes to the can nice even further great and the same thing on the other side so just a 3D cursor and rotate on z-axis like that and this also is very cool because it adds the light for the coffee beans also later on we'll add some hdri to give some subtle lights especially for the coffee beans which will be very appreciated go like that and this also adds some nice highlights to the bottom part of the can that's covered with also beans and the fluid all right and the last Light for now is to add some lighting to the front of the can and this one can be done with just area light like that okay on local y-axis gets to the top awesome nice let's check the strength all right you can reduce a bit the strength on this one nice and this one okay you can also scale this one a bit and then reduce some great now let's add the hdri that I mentioned before and we'll see how it looks like with the hdri something like 0.3 awesome I can also go to Hue saturation value and check if we have too much some color influence then we can go with Hue saturation and just drop this saturation to zero but I kind of like this one it's pretty some reddish orange colors I can show you it's turning off transparent and the saturation one you can see so this fits our scenario great we have some Shadows that goes from these plane lights so you can do disable this with Ray visibility just click on the Shadow and for this one we can do the same great and now let's play with some material for our coffee I just get the part of this object select this one and let's go with multi-scatter ggx this will help us with the subsurface scattering let's do something like oh let's first play with bass color so coffee will be something like that yep above the investor value exactly roughness to almost zero we can do something like that specular is fine ior for coffee so in our case the ior will be something like 0.35 as this is the Iowa for milk and this is pretty much just you know some milk coffee drink so it will be more milk than coffee I believe 1.35 is fine now let's add some subsurface on 0.2 would be fine and the color will be or use this actually let's go with some subtle value like that saturation down it's too reddish let's go with more orange tone all right so here we have our coffee material doesn't look bad work on some colors more I guess that's even better yeah maybe saturation 2.6 point seven bit more orangey and value probably a bit up okay that's fine so here we are with our blender artwork done last thing we have to do is to render this out put this into Photoshop at the background and play some with the camera raw filter so the last thing we have to do before going to photoshop is obviously rendering this so let's go and check for some render options so max samples something like 1000 samples will do the job denoise if you have a graphics card that supports Ray tracing obviously go with Optics I don't have one so I go with open image the noise look high contrast and transparent transparent glass also you can add some transparency to the coffee just not too much I haven't even noticed this because of just not a transparent fluid right something like 0.5 would be good exactly okay so 1000 samples denoise filmic high contrast transparent that's great so last thing before we go to photoshop and before we render the stuff is to disable from the rendering the obstacle and the sphere that is that was our inflow object now let's see if our droplets are correct yep they are fine all right and let's also add some coffee beans that will be floating in the air pretty cool stuff like that no just some random rotations random places like this awesome you can also add the depth of field if you wish but that's not necessary in such a shot and you can do this just by adding some empty in the middle going to camera enabling depth of field and focus object for the empty we just added like that let's go to rendered View and see what it makes changing the app stop you can see how much depth of field we have I won't be doing this because if it's not necessary for this shot so now let's go with rendering and I'll see you in Photoshop alright so here we are in Photoshop so in Photoshop let's start from doing the some color correction which will be done using camera row filter let's go to filter camera filter and first of all we have to work on some exposure contrast this thing so let's just see what looks great write a bit of exposure up some more contrast some highlights Shadows goes down to give more contrast to the scene why it's up blacks down textures something like 40 I found looking great this helps to enhance all the textures we got there let's check Clarity down a bit dehaze at 0 would be fine saturation and see if at zero go to curve also highlights up lights something like that darks down Shadows down in details just sharpening let's go to 20 and now with color mixer now we can play with our colors so some coffee beans are picked as red so let's try to make this more orange we have oranges yeah let's go for the can so let's leave it sound like zero greens are okay let's go to saturation sound like that oranges could be a bit more saturated to make this more tasty yellows are fine now with luminance you can make our coffee beans lighter orange is also a bit lighter the yellows like that so it's all about you know just some details like that looks cool now let's add the background and the background this will be just a simple gradient so let's just take the gradient tool and pick two colors let's just pick two colors one color the darker one will piece from there and the lighter color will be from let's pick it from here okay okay okay and now let's add the gradient at the middle let's see how it looks like now obviously we have to work some on the harsh Edge we have there so let's just add the mask to this one and with very subtle brush we can just erase some color let's go with the opacity of let's say 50 smooth brush and just work like that all the way across the artwork here we have to go with bigger brush as we have some huge transition like that even reduce the opacity for some parts so we have a very smooth grinding going there bring back some of the color if it too much to visible and just like that we have our render processed and done
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Channel: Arthur Whitehead
Views: 8,848
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Keywords: blender tutorial, blender, b3d tutorial, blender 3d, 3d tutorial, beginner blender tutorial, derek elliott, derrk, blender animation, easy animation, blender 2.8, b3d, blender 2.8 animation, blender 2.8 tutorials, blender 2.8 tutorial, blender tutorials, blender materials, blender principled, 3d animation, asmr, asmr voice, blender phone, iphone, blender iphone, 3d modeling, blender modeling tutorial, blender product design, product animation, blender advertisement
Id: m0n_5UmWT6I
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Length: 30min 13sec (1813 seconds)
Published: Wed Aug 30 2023
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