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Noah Paessel

★ How to make candy cells in Blender ★

Knowuh's twitch: May 6 2014

In the Blender G+ group, people asked for some details about a render I did. I promised I would send a small explanation, and include the .blend file. Spoiler: I used Cycles, a light table, a glass surface shader, and a volume absorption shader.


The light table scene setup

The entire scene is photographed from the top-down on a light table. I was trying to model these guys on microscope slides, which are often back-lit.

This first image shows the cycles light-plane at the bottom. The camera isn't visible, but it would be just above the top of the frame in this image:


The candy shader

All the candy-blobs use the same simple cycles shader-node setup.

The Beckman glass shader is used for the mesh surface, and a volume absorption shader is used for volume. The glass shader has some roughness to it, so that the glass is visible when back-lit, and doesn't cause too many fireflies. The Index of refraction is just below 1. I found values from 0.7 → 0.9 worked well for this application.

To make Each candy-blob thing have its own delicious color, an HSV node is used as the color input to the volume node. The HSV takes its Hue from a random value assigned to each object via the Object Info node. To make it extra candy-ish the saturation is pumped up to 10.

Candy shader settings

Room for imagination

The only other interesting thing about this setup, is the camera has a very wide aperture, and makes use of a DOF empty object. This simple camera rig is part of my default scene because I use it so often.



I hope that this information is useful to a few people. If there was enough interest, I would be happy to put together a video, as a way for myself to learn something new.

Here is a link to the .blend file. This is my first time ever sharing a blend file. I hope its prepared OK, and isn't too confusing. Any tips about removing unwanted bits and bobs or otherwise packaging a blend file would be appreciated.