I would like to reproduce the kind of light seen in the picture with glass. I’ve tried all types of lights, spotlights direct or reflected on white planes, HDRI background,…I have SphereReflectionCapture and PostProcessVolume, Ray tracing is on. The light comes from above in a natural way. Mine is lacking this effect, although i have a spot and white plane just above the scene, and my ice cream comes out grey despite the base color being white.
Don’t know what to try anymore.
Just being told it’s possible to render such scene would already be helpful, then I would keep on trying.
It certainly is possible, although translucent objects are usually a bit tricky and require more work to look pleasant.
From the look of your attempt I’d say it’s main issue lies within the materials used and the model itself.
How did you set up your materials in the scene?
Good point, i was focusing on light, but forgot a bit about materials, I did not think about translucent property. I show my initial material setup.
Now, I tried to change the blend mode for Translucent and gave opacity a value of 0.95 (the only other parameter is a base color of 1,1,1. I applied that new texture to the ice cream on the left, and kept the original material as a reference on the ice cream on the right. I also added a simple cone with the new translucent material. It’s going in the right direction I think, looking at the tip of the ice cream. But there are weird artefacts appearing on the mesh towards the bottom. Maybe the translucent mode does not go too well with that kind of mesh ?
A good-looking ice cream (or any cream) material needs to use sub-surface scattering (SSS) to look right. Simply making it translucent won’t be enough on its own. Have look at the How To on SSS here: Using Subsurface Scattering in Your Materials
It’s worth reading up on SSS in general because there are a few nuances and a good working understanding of how it works will really help you get the look you want.
Those artefacts are largely the result of self-shadowing, the appearance of which would be reduced by SSS scattering the light and filling in the dark areas.
Makes sense. So I setup the sub-surface scattering as per instructions linked above and kept a bit of translucidity. Something strange happens. After building light, i still see the artefact on the middle object, but if I slightly move it, it disappears and the appearance changes to a ghostly white, without shadows. I tried to reduce the intensity of the light, can’t get shadows. I have applied the following material.
Try setting Blend Mode to Opaque. The SSS essentially does the translucency itself by scattering some of the light within the object. Setting the blend mode to translucent washes out that effect.
You might also want a much darker subsurface colour.
Indeed, setting Blend Mode to Opaque solved the strange artefact and using a darker colour for subsurface is going in the right direction. Thank you.
Smashing! It will be some trial and error. Please can you give me a thumbs up?
I also want to see your scene once you’ve got it looking just right, if that’s okay?