Creating grapes in Cycles
We will start out by creating the material for the grapes. For this purpose, we will be using an OSL (Open Shading Language) that we also used in Chapter 7, Car Rendering in Cycles, to realistically layer different shaders. The plugin is the PYLA and you can find it in Chapter 7
files.
Getting ready
Let's select the grape mesh and add a new material to it. Name it Grapes
. Then let's move to the material node editor.
How to do it…
Let's add a SubsurfaceScatter BSDF node. Set the mode to Compatible, Color to RGB 0.66, 0.68, 0.12, and the Scale value to
0.6
. Also, set the Radius value to 0.6, 0.7, 0.3.Add a Diffuse BSDF node and a Glossy BSDF node, mix them using a Mix Shader node, and make sure the Glossy BSDF node is plugged into the lower socket. Set Glossy Color to RGB -.24, 0.3, 0.98 and the Roughness value to
0.04
. Also, set the mode to GGX and theDiffuse
node's Roughness value to1
.Add a Noise Texture node and set the Scale value to
5
, Detail to2
, and Distortion...