Feed The Birds, Part 2: Seed Cakes
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This was the main hero image for the seed cakes, rendered against a filtered image of my own backyard garden from last year.

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This shows the front and side views of the flower-shaped seed cakes, along with closeup examples of how it looks inside each render engine.

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This shows the front and side views of the bell-shaped seed cakes, along with closeup examples of how it looks inside each render engine.

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This shows the front and side views of the apple-shaped seed cakes, along with closeup examples of how it looks inside each render engine.

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This shows the front and side views of the wreath-shaped seed cakes, along with closeup examples of how it looks inside each render engine.

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This shows the front and side views of the heart-shaped seed cakes, along with closeup examples of how it looks inside each render engine.

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This shows the front and side views of the ball-shaped seed cakes, along with closeup examples of how it looks inside each render engine.

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This shows the front and side views of the star-shaped seed cakes, along with closeup examples of how it looks inside each render engine.

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This just shows how the piles of scattered seed look. It occurred to me when making this that the local birds leave such a huge mess when they nibble on seed cakes, so why not show scattered seed, too?

This is the second part of my adventure in creating props for birds that are both useful and fun! The workflow was much the same as it was for the bird feeders, since I created them all at the same time, so I will just reiterate those steps here.

Seeds were modeled in Modo, then scattered with particle systems onto a flat surface. I then rendered out several maps, adjusted them in Photoshop, and composited them in Substance Designer to create some solid-seed Substance materials. These formed the "core" inside each of the seed cakes, upon which I added some surface generators with more seeds to break up the surface.

Modo's particle generators and dynamics were used to create the spilled seed piles. Substance Painter was used for painting throughout, and I baked all the maps back out in Modo to give them nice bleed and borders.

The final product was designed for the Firefly and SuperFly render engines in Poser, and the Iray in DAZ Studio.