Procedural Food - Fruits And Vegetables

by Duarte Ramos in Models

The Procedural Fruits and Vegetables is a set of fully procedurally textured edibles with dynamic adjustable shaders and proper fully quad based topology.

  • Absolutely no image based textures were harmed during the making of these models - All materials use pure node based solutions exclusively with procedural textures, smart use of UV maps and a myriad of techniques to produce a varied and realistic set of products.
  • Procedural texture variations guarantee no two pieces are exactly equal - All materials have built in color and texture variations to avoid the "Repeating Pattern Syndrome".
  • Fruits meshes and vegetables are properly modeled using a full quad based topology - With intact modifier stack, using mirroring wherever possible, and retaining a low resolution based mesh bellow an adjustable Subdivision Surface modifier so the final mesh resolution may be adapted to each particular case, depending on the required balance between detail and resources.

  • Automatic subtle fruit variation - Additionally a Displace modifier placed at the bottom of the modifier stack guarantees no final mesh is exactly equal to another, adding another subtle variation layer to each instance.
  • Properly named and organized scene hierarchy - All objects are properly named and assigned to both individual Collection and pre-made "bundles" (box sets, crates and fruit bowls) all appendable/linkable as single objects (for each fruit) or as Collection Instances for pre-made bundles.

There are a total of 30 different fruit models and 5 vegetable shapes which combined with different materials generate a total of 47 unique pieces.

  1. Fruits
    1. Apples
      1. Fuiji Apple
      2. Royal Gala Apple
      3. Golden Delicious Apple
      4. Granny Smith Apple
      5. Pink Lady Apple
      6. Russet Apple
      7. Red Delicous Apple
    2. Pears
      1. Yellow Pear
      2. Short Green and Red Pear
      3. Pointy Green and Red Pear
      4. Russet Pear
      5. Narrow Green Pear
      6. Short Green Pear
      7. Elongated Green Brown Pear
    3. Citrus
      1. Ripe Orange
      2. Unripe Orange
      3. Tangerine
      4. Clementine
      5. Lemon
      6. Lime
    4. Peaches
      1. Grooved Yellow Peach
      2. Grooved Red Peach
      3. White Paraguayo
      4. Red Paraguayo
      5. Orange Peach
      6. Nectarine
    5. Plums
      1. Mirabelles Yellow Plum
      2. Red Plum
      3. Purple Plum
      4. Greengages Green Plum
      5. Yellowgage Golden Plum
      6. Damsons Purple Plum
    6. Others
      1. Banana (Single)
      2. Banana (Bundle)
      3. Watermelon
      4. Green Melon
      5. Strawberry
  2. Vegetables
    1. Green Bell Pepper
    2. Yellow Bell Pepper
    3. Orange Bell Pepper
    4. Red Bell Pepper
    5. Tomato
    6. Eggplant
    7. Asparagus
    8. Broccoli

Bonus free fruit crate and modern tropical-wood fruit box models included, both also with high quality fully procedural wood materials. Scene setups used in illustrations also included in file.

All scenes and assets have been updated for 2.8+ compatibility, including proper scene hierarchy, sanely named collections, linking/appending ready instances and EEVEE compatible materials.

I plan to gradually upgrade these over time, adding more fruits and vegetables and improving the current ones. This is planed to eventually become part of a series larger of collections of other fully procedural food products and edibles made specifically for rendering with Blender Cycles Render Engine or EEVEE.

Disclaimer: Have in mind that while all products have high quality procedural textures; they are meant as decorative assets for background or part of a larger scene. These are not meant as foreground objects, scene main subject nor close ups.

When using with EEVEE, the large amount of different materials, and the individual complexity of  each shader will have a significant toll on system resources. While it ran fine on tested hardware, even with the complete setup loaded in, expect a significant compilation time for all shaders.