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How would you make this in 3D?
>>
Project the image onto a flat plane
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>>1018572
With Blender
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File: 343.jpg (1 MB, 3831x2056)
1 MB
1 MB JPG
First I generated a bunch of circular curves by finding the intersection between a 2x2 grid and a tapered cylinder. Then I used a sweep node to generate more curves from them and twist them- and then added some noise to make them squiggly. Then I turned those curves into geometry and simulated them falling onto the plate- and did some remeshing post sim to make them smoother. Then I scattered points on the spaghetti and did a VDB from particles which I used as the sauce. Then I merged the sauce and spaghetti together and scattered points with randomized pscales on that to serve as the sprinkle cheese. At the shader level I used noises to make the color of the spaghetti and sauce less uniform and way overdid it.

I could spend a bunch of time fine tuning all of this to be all photoreal and shit but as a houdini chad I naturally have better things to do
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>>1018572
>>1018576
bunch of bezie curves, put a tube onto it with the array modifier, bake the normal to a plane then edit the normal texture until it looks like noodles and use that as the noodle texture
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>>1018572
First I ask myself what I want the model to look like and what context I want it to be used in
Because I don't do photorealistic pasta and low poly pasta the same way
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>>1018583
Clicked on this thread getting ready to shill houdini, but you've already done it lol
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>>1018572
>Food
/3/ doesn't know how to create anything that isn't hard surface or goonbait, maybe clothing on a good day.
I would assume the pasta as a path rendered as a tube with heavy subsurf and next to no speculah, the sauce as a shape using a cloud displacement, and whatever you use to sprinkle snow for the Parmesan cheese.
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>>1018583
>this only sucks because I cba to care
Well I'm certainly not going to blame Houdini for your absence of work ethic
Sauce goes on top, it's generated from a shader, the usual amount of olive oil in it gives it high specularity, your shader accounts for minced meat bits and projects accordingly in the displacement, parm is not a fucking salt shaker
Pasta is a path/paths conforming to the bowl with a measure of actual translucency as well as SSS but not flattening under its own weight like vinyl electrical cords, it absolutely is not winding around the bowl's perimeter from the inside out…
You could have spared everyone by saying "I don't know but here's my cracked copy of Houdini I barely understand"
Food is HARD to model. A slice of buttered toast is dead easy to half-ass but nightmarish to look realistic (because bread's mostly holes).
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>>1018572
>>
>>1018572
physics drop colliding spaghetti strands into a bowl
manually place the ones on top to look good
model a blob of spaghetti sauce, use geonodes or something to add different kinds of chunkiness + create some masks of the chunky areas to use when texturing
project or stencil paint some non-chunky tomato sauce onto the blob and use the mask to add a meat texture to the chunky parts
alternatively just 3d scan a bowl of spaghetti
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>>1018572
3d scan it
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>>1018780
This is the best
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>>1018572
All those japanese games that go crazy with food just 3d scan a bowl of food afaik. You could probably do some kind of sim to simulate the noodles but you'd really just be doing it for the sake of doing it



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