Step 4: Create Materials and Textures
The next step is creating the materials and textures. You can download the textures that I've used here
Select the cup, jump into Edit mode and unwrap the mesh. Then export the UV layout, open the PNG file with Inkscape and create a nice graphic.
For the material of the cup (and saucer), use a glossy shader mixed with a diffuse (90% diffuse, 10% glossy).
Unwrap the coffee mesh, export the layout and then open the file with Gimp. Now use the photos you took earlier of the espresso as the texture. The coffee material should be glossy mixed with diffuse. The material of the spoon is a glossy shader. The chocolate material is a diffuse shader mixed with a subsurface scattering shader.
Step 5: Render and Post-production
Select the Cycles render engine. In the camera setting enable Depth of Field (Radius set to 0,05 and Blades to 5)
In the Render layer tab, turn on Glossy Direct and the AO channel, then set Render Samples to 1000, enable Transparent and hit F12. Save the images as PNGs with an alpha channel.
Open the composite image with Gimp, and adjust the levels and curves. Then add a new layer with glossy direct image and AO, and set the blending mode to Addition. Search for a picture of smoke with a black background and add this to the coffee as new layer. Add a dark background and now, the coffee is ready!
Top Tip 1: Improve Reflections
Realistic reflections are difficult to obtain if there is nothing to reflect in the scene. If you have HDRI files, then use them to make the scene more realistic. Otherwise you can use a simple photo applied on a plane around the cup and saucer.
to see the previous tutorial in this series.
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to see the first tutorial in this series.< previous page