Having created a plane and moved the light around, etc, next is materials for the plane. I mean, everything's getting a new material. Icing, for instance.
- Base color: Self-explanatory. Doesn't affect reflected colors, presumably?
- Roughness: How reflective/shiny is it? (Don't touch Specular options.)
- .34-ish, for icing, maybe.
- Normal: Requires stuff we don't have knowledge for yet, leave alone.
- Subsurface: Good for foods and skin, dial it up a bit.
- Also, the Subsurface Radius values. R, G, and B.
- Advise? .25/.15/.15 apparently. Reddish tint, just a skosh.
Donut material, temporary:
- Tinier bit of subsurface, bread-yellow-ish, .1/.1/.1 radius values.
Coffee Cup notes
- It's not in the tutorial itself but set the "coffee" material's IOR to 1.33 down from the default a bit. Andrew confirms this in a comment downthread.
Oz Pillar Scope notes
We're trying to get the ring-light to do its thing, this may be useful: https://blender.stackexchange.com/questions/39471/using-an-emission-shader-with-textures-without-affecting-the-color-of-the-mesh
Yeah, Eevee can't "do" objects-light-up-other-objects thing with emissions, you have to "bake" in every change you make. Never mind, Cycles it is.
- Node chain is: Value Input -> Multiply Converter (Math) (second Value is your multiplication factor) -> Emission -> Material Output.
The stock plastic texture from P-gon is too shiny. Find the InvertGloss node attached to Roughness and take the Factor down from 1.0 to around .4 maybe.