Latest free time work. Been on this for a few months as i work only in my free times. And thats mostly an hour a day and only in week days. weekends are for chills, right?! Downloaded a free model of apple. Created the water drops from a waterdrops generator script. But then ended up using the meshes through MASH. drops on apple, ground, air all were created with MASH plugin in maya. Did the lookdev of apple procedurally. No textures were used. Whatever details you see is created purely with the default fractal node. I love procedural workflow, also i dont know any texturing software (shame :( )! Anyways, with the look and lighting of the apple from the reference i didn't think i would need accurate texture details from photographic images. so, the procedural workflow!. Lighting was fun, just because i had a lot of trouble getting the look of the water to be a believable one. still didn't get it as accurate as the reference. caustics was not able to achieve as Arnold doesn't support it yet. still tried faking it with done shaders they've provided on their site. But didn't like the look. Used a spot from top as key light. a disk light very far behind for the ground and drops specs. a point light behind apple for the air water drops speculars to have a punch. and another spot only for the fog. did some light linking as the ground drops specular highlights were coming a bit unrealistic. And that was it for lighting. Did the post processing in nuke.
Making of - Its an Apple - Part 1 - Planning and Layout
Making of - Its an Apple - Part 2 - Uv mapping and displacement
Making of - Its an Apple - Part 3 - Procedural texturing and shading
Making of - Its an Apple - Part 4 - Lighting
Making of - Its an Apple - Part 5 - Compositing