Step 24: Here is a render of the plate. Material looks awesome
Step 25: Create a GeoSephere and convert it to Editable Poly and delete half of it and scale it on the Y axis and place the pivot point to the center of the Sphere. This will be our powdered sugar.
Step 26: From Create panel > Particles > choose Particle Flow Source and draw it on the viewport. Make a flow as shown. The Positon Object contains our lokums. Speed By Surface holds confectioner’s powder (the GeoSephere). A Default material for powdered sugar, and a Shape operator to adjust the size of the sugar. The Birth Amount is 2000. In the Viewport it only shows %50 of the particles and in the render %1789. In the Position Object rollout check the Lock On Emitter option.
Step 27: Copy the first flow you created. I made seven copies for each lokum object. You can set different Birth Amounts for each of them. When doing test renders you can turn on/of the Particles either from the teapot icon on the Particle View window or from the Setup rollut.
Step 28: So the particles looks pretty good. I think I’m gonna stick with this render. But may be the particles could be a little bit smaller.
Step 29: I will add depth of field to the scene. To do this, select the Camera and on the Parameter rollout, in the Multi-Pass Effect group, turn on Enable and choose Depth Of Field (mental ray). Set the camera’s target distance to the range at which you want objects to be clearly in focus. On the Camera’s Depth Of Field rollout, decrease the f-Stop value to narrow the depth of field, or increase the f-Stop value to broaden the depth of field. You might need to experiment with f-Stop values to get the effect you want.
This is the end of this tutorial. I hope it will be useful for you, good luck to all!