How to Create a Donut - Blender

How to Create a Donut - Blender

Tutorial posted 2 months ago

This tutorial guides you through the process of creating a highly realistic donut in Blender, covering modeling, sculpting, texturing, lighting, and rendering. i’ll divide it into parts for clarity and thoroughness.

Part 1: Setting Up the Project

Step 1: Open Blender and Set Preferences

  1. Launch Blender.
  2. Go to Edit > Preferences.
  3. Ensure you have the following Add-ons enabled:
    • Node Wrangler (for easier material creation).
    • Image Editor (optional but helpful for texture baking).

Step 2: Set Scene Units and Layout

  1. Switch to the Metric system (optional for accurate scaling):
    • Scene Properties > Units > Length: Metric.
  2. Reset your layout to the Default workspace:
    • File > Defaults > Load Factory Settings.

Part 2: Modeling the Donut Base

Step 1: Add a Torus

  1. In Object Mode, press Shift + A > Mesh > Torus.
  2. Adjust the Torus properties in the bottom-left corner:
    • Major Segments: 48
    • Minor Segments: 24
    • Major Radius: 1
    • Minor Radius: 0.35

Step 2: Shape the Donut

  1. Go to the Modifiers tab (wrench icon).
  2. Add a Subdivision Surface modifier:
    • Levels: 2 for Viewport and Render.
  3. Apply the modifier.
  4. Enter Edit Mode (Tab) and select the top vertices with 3 (Face Select) or C (Circle Select).
  5. Proportionally scale (S) and move (G) the top and bottom areas to make the donut slightly imperfect. Use O (Proportional Editing) to soften adjustments.

Part 3: Adding Sculpted Details

Step 1: Enable Sculpting Mode

  1. Go to Sculpting Workspace.
  2. Adjust the brush settings:
    • Use the Draw and Inflate brushes for adding irregular bumps.
    • Enable Symmetry: Mirror X/Y for uniformity.

Step 2: Add Irregularities

  1. Use a small brush size and low strength to gently create surface bumps.
  2. Switch between the Smooth and Scrape brushes to refine.

Part 4: Creating Frosting

Step 1: Duplicate the Top Surface

  1. In Object Mode, duplicate the torus with Shift + D.
  2. Scale (S) the duplicate slightly larger to simulate the frosting layer.
  3. Enter Edit Mode and delete the bottom half of the duplicate mesh to keep only the top section.

Step 2: Shape the Frosting

  1. Use the Sculpting Tools to create an organic dripping look:
    • Use the Grab brush to pull edges downward.
    • Add bumps and grooves with the Crease or Clay Strips brushes.

Step 3: Add Subdivision

  1. Add a Subdivision Surface modifier for smooth frosting.
  2. Apply the modifier when satisfied.

Part 5: Texturing the Donut

Step 1: Bake the Base Color

  1. In the Shading Workspace, select the donut base.
  2. Add a new material and name it Donut_Base.
  3. Create a color map in the Texture Paint mode with a base dough-like color.

Step 2: Create Bump Maps

  1. Add a Noise Texture node to the shader.
  2. Connect it to a Bump Node and plug it into the Normal input.
  3. Adjust the Noise parameters:
    • Scale: 20
    • Detail: 4
    • Roughness: 0.6

Step 3: Add Frosting Color

  1. Select the frosting object.
  2. Create a new material named Frosting.
  3. Use a Gradient Texture for color variation.
  4. Add Subsurface Scattering to simulate a sugary translucency:
    • Subsurface: 0.2
    • Color: Light pastel shade (pink, white, etc.).

Step 4: Add Sprinkles

  1. Create a new plane and use Array Modifier to duplicate it.
  2. Sculpt a sprinkle-like shape, then use Particle Systems to scatter them on the frosting.

Part 6: Lighting and Environment

Step 1: Add an HDRI

  1. Go to the World Properties.
  2. Add an Environment Texture and load an HDRI.
  3. Adjust the rotation to ensure proper lighting.

Step 2: Place Spotlights

  1. Add three Area Lights for soft, controlled lighting.
  2. Adjust the power and color:
    • Key Light: 1000W, warm white.
    • Fill Light: 500W, neutral.
    • Rim Light: 750W, slightly blue.

Part 7: Rendering and Final Touches

Step 1: Enable Cycles Renderer

  1. Go to Render Properties and switch to Cycles.
  2. Enable GPU Rendering for faster results if available.

Step 2: Add a Camera

  1. Place the camera at a pleasing angle.
  2. Enable Depth of Field for a photorealistic focus.

Step 3: Final Render Settings

  1. Adjust Sampling (512–1024).
  2. Enable Denoising for clean results.
  3. Render the image (F12).

Step 4: Post-Processing

  1. Use the Compositing Workspace to tweak colors and add effects like glare or vignette.

Video Tutorial

https://www.youtube.com/watch?v=B0J27sf9N1Y&list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z&ab_channel=BlenderGuru

Part 1: Setting Up the Project

Step 1: Open Blender and Set Preferences

  1. Launch Blender.
  2. Go to Edit > Preferences.
  3. Ensure you have the following Add-ons enabled:
    • Node Wrangler (for easier material creation).
    • Image Editor (optional but helpful for texture baking).

Step 2: Set Scene Units and Layout

  1. Switch to the Metric system (optional for accurate scaling):
    • Scene Properties > Units > Length: Metric.
  2. Reset your layout to the Default workspace:
    • File > Defaults > Load Factory Settings.

Part 2: Modeling the Donut Base

Step 1: Add a Torus

  1. In Object Mode, press Shift + A > Mesh > Torus.
  2. Adjust the Torus properties in the bottom-left corner:
    • Major Segments: 48
    • Minor Segments: 24
    • Major Radius: 1
    • Minor Radius: 0.35

Step 2: Shape the Donut

  1. Go to the Modifiers tab (wrench icon).
  2. Add a Subdivision Surface modifier:
    • Levels: 2 for Viewport and Render.
  3. Apply the modifier.
  4. Enter Edit Mode (Tab) and select the top vertices with 3 (Face Select) or C (Circle Select).
  5. Proportionally scale (S) and move (G) the top and bottom areas to make the donut slightly imperfect. Use O (Proportional Editing) to soften adjustments.

Part 3: Adding Sculpted Details

Step 1: Enable Sculpting Mode

  1. Go to Sculpting Workspace.
  2. Adjust the brush settings:
    • Use the Draw and Inflate brushes for adding irregular bumps.
    • Enable Symmetry: Mirror X/Y for uniformity.

Step 2: Add Irregularities

  1. Use a small brush size and low strength to gently create surface bumps.
  2. Switch between the Smooth and Scrape brushes to refine.

Part 4: Creating Frosting

Step 1: Duplicate the Top Surface

  1. In Object Mode, duplicate the torus with Shift + D.
  2. Scale (S) the duplicate slightly larger to simulate the frosting layer.
  3. Enter Edit Mode and delete the bottom half of the duplicate mesh to keep only the top section.

Step 2: Shape the Frosting

  1. Use the Sculpting Tools to create an organic dripping look:
    • Use the Grab brush to pull edges downward.
    • Add bumps and grooves with the Crease or Clay Strips brushes.

Step 3: Add Subdivision

  1. Add a Subdivision Surface modifier for smooth frosting.
  2. Apply the modifier when satisfied.

Part 5: Texturing the Donut

Step 1: Bake the Base Color

  1. In the Shading Workspace, select the donut base.
  2. Add a new material and name it Donut_Base.
  3. Create a color map in the Texture Paint mode with a base dough-like color.

Step 2: Create Bump Maps

  1. Add a Noise Texture node to the shader.
  2. Connect it to a Bump Node and plug it into the Normal input.
  3. Adjust the Noise parameters:
    • Scale: 20
    • Detail: 4
    • Roughness: 0.6

Step 3: Add Frosting Color

  1. Select the frosting object.
  2. Create a new material named Frosting.
  3. Use a Gradient Texture for color variation.
  4. Add Subsurface Scattering to simulate a sugary translucency:
    • Subsurface: 0.2
    • Color: Light pastel shade (pink, white, etc.).

Step 4: Add Sprinkles

  1. Create a new plane and use Array Modifier to duplicate it.
  2. Sculpt a sprinkle-like shape, then use Particle Systems to scatter them on the frosting.

Part 6: Lighting and Environment

Step 1: Add an HDRI

  1. Go to the World Properties.
  2. Add an Environment Texture and load an HDRI.
  3. Adjust the rotation to ensure proper lighting.

Step 2: Place Spotlights

  1. Add three Area Lights for soft, controlled lighting.
  2. Adjust the power and color:
    • Key Light: 1000W, warm white.
    • Fill Light: 500W, neutral.
    • Rim Light: 750W, slightly blue.

Part 7: Rendering and Final Touches

Step 1: Enable Cycles Renderer

  1. Go to Render Properties and switch to Cycles.
  2. Enable GPU Rendering for faster results if available.

Step 2: Add a Camera

  1. Place the camera at a pleasing angle.
  2. Enable Depth of Field for a photorealistic focus.

Step 3: Final Render Settings

  1. Adjust Sampling (512–1024).
  2. Enable Denoising for clean results.
  3. Render the image (F12).

Step 4: Post-Processing

  1. Use the Compositing Workspace to tweak colors and add effects like glare or vignette.

Comments

wafelek wrote
wafelek
Great tutorial. Thanks man !
berry-1bc81b wrote
berry-1bc81b
Thank you for the tutorial!
coco75dan wrote
graie mille per questo servizio
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