Make a Procedural Sprinkle Donut

Model a strawberry donut and scatter sprinkles with Blender Geometry Nodes.

Introduction

30 Second Summary

Perfectly repeated details can make handmade food look manufactured. Small irregularities give a pastry its baked character.

In this project, you will create an 800 by 800 pixel product render of a strawberry-glazed donut covered in procedural sprinkles. You'll shape the pastry in Blender 5.2.1 LTS before using Geometry Nodes to replace repetitive sprinkle placement.

What You'll Build

Picture showing someone a polished product shot of a pink glazed donut with soft shadows and dozens of naturally scattered sprinkles.

By the end of this project, you'll have:

  • A stylized donut whose uneven silhouette and rounded icing drips make it look baked by hand.
  • A reusable Geometry Nodes scatter that places approximately 70 aligned sprinkles across the icing in one step.
  • A shareable PNG render of the finished donut under soft studio lighting, saved as donut_render.png.
  • Secret Mission: Replace the yellow sprinkle source with a three-color collection that the scatter samples randomly.

Are there any prerequisites?

You'll need Blender 5.2.1 LTS installed on Windows. Basic familiarity with Blender navigation and object transforms is enough because Step 1 configures your two-button mouse controls.

Before We Start

Before the hands-on work begins, this checkpoint locks in what you are creating and why the workflow matters. You will model an organic strawberry donut with a separate icing shell before using Geometry Nodes to replace manual sprinkle duplication.

Configure Blender and Save the Project

Your donut starts in Blender 5.2.1 LTS. Reliable viewport control keeps each modeling move predictable.

Your two-button mouse needs an alternate orbit gesture. An early save also gives your work a stable home before modeling begins.

In this step, get ready to:
  • Configure two-button mouse navigation for the 3D Viewport.
  • Remove the default Cube while preserving the Camera plus Light.
  • Save the startup scene as donut.blend in a local project folder.
Configure two-button mouse navigation

Blender normally uses MMB drag to orbit the 3D Viewport. Emulate 3 Button Mouse maps that motion to an Alt-LMB drag.

  • Press the Windows key to open Windows search.
  • Type Blender into the search field.
  • Press Enter to open Blender.

You'll see the default Cube at the origin. The startup Camera plus Light remain available for later.

  • Click Edit in the top menu bar.
  • Click Preferences.
  • Select Input in the left sidebar.
  • Enable Emulate 3 Button Mouse.

What Does This Setting Change?

Emulate 3 Button Mouse maps MMB drag to Alt-LMB drag. This gives your two-button mouse the orbit gesture used throughout the project.

Some existing Alt-LMB operations become unavailable while emulation is enabled. This project avoids those conflicting operations.

  • Close the Preferences window.

Before you test the gesture, form a prediction about how the startup scene will move.

  • Orbit the startup scene with an Alt-LMB drag inside the 3D Viewport.

You'll see your viewpoint move around the Cube. The objects stay fixed in the scene.

Viewport Not Orbiting?

  • Confirm that the checkbox beside Emulate 3 Button Mouse is enabled.
  • Keep your pointer over the 3D Viewport during the gesture.
  • Try the Alt-LMB drag again.

Help me troubleshoot two-button mouse orbiting in Blender.

Prepare the startup scene

The startup Camera stays for the final product shot. The startup Light stays for later staging.

Only the default Cube needs to leave. Removing it clears the origin for your donut.

Deleting the Cube is safe here. It contains no project work.

  • Click the default Cube in the 3D Viewport.
  • Press Delete to remove the selected object.

You'll see an empty origin in the 3D Viewport. The Cube is no longer visible.

The Outliner still lists the Camera plus Light.

Save the working file

A .blend file keeps your scene inside one reusable project. A local folder also gives your later render a predictable destination.

  • Press Shift-Ctrl-S to open the Save As file browser.
  • Select Documents in the System area.
  • Click Create New Directory above the file list.
  • Enter Blender Donut as the directory name.
  • Press Enter to create the folder.

You'll see the Blender Donut directory inside Documents.

  • Double-click the Blender Donut folder to open it.
  • Set the file name to donut.blend.
  • Click Save As Blender File.

Blender returns to your startup scene. The title bar now carries the file name.

Before the final check, predict which parts of your setup will still be visible after saving.

  • Orbit the startup scene with an Alt-LMB drag.

You'll see the viewpoint orbit the empty origin. This confirms that your two-button navigation works.

  • Press Ctrl-S to save the current project.

You'll see donut.blend in the Blender title bar.

  • Inspect the Outliner in the upper-right corner.

You'll see the Camera plus Light. The default Cube is absent.

Nice work. Your Alt-LMB orbit now works inside the saved donut.blend project.

Project Not Showing as Saved?

  • Repeat Save As inside the Documents\Blender Donut folder if the title bar does not show donut.blend.
  • Confirm that the file name ends with .blend.
  • Choose a directory inside Documents if Windows blocks access to another location.

Help me troubleshoot saving my Blender project.

Your saved workspace is ready for clean modeling. Next, you'll shape the donut base from a torus.

Shape the Donut Base

Your saved Blender scene is ready for its first visible object. You will now shape the pastry base for the finished donut.

A mesh torus creates the recognizable ring immediately. Proportional Editing breaks its perfect symmetry so the result feels baked.

In this step, get ready to:
  • Create a smooth torus with the project dimensions.
  • Shape two or three subtle bulges while preserving the center hole.
  • Give the donut its warm brown Dough material.
Create the baby donut

The Torus primitive gives you a recognizable donut without building the ring from individual faces. The Adjust Last Operation panel is a little fiddly because it only controls the most recent action.

  • Press Shift-A inside the 3D Viewport.
  • Select Mesh from the Add menu.
  • Select Torus.
  • Open the Adjust Last Operation panel in the lower-left corner of the viewport.
  • Set Major Segments to 48.
  • Set Minor Segments to 16.
  • Set Major Radius to 1.0.
  • Set Minor Radius to 0.42.

Why use a mesh torus?

A mesh torus starts with the correct ring silhouette. Its editable vertices support direct shaping in this step.

Those vertices also support the icing extraction later. The same base can carry both direct modeling and procedural work.

  • Double-click the selected torus name in the Outliner.
  • Type Donut.
  • Press Enter to confirm the name.
  • Open the Object menu in the 3D Viewport header.
  • Select Shade Smooth.
  • Press Ctrl-S to save donut.blend.
  • Orbit around the ring with an Alt-LMB drag.

You should see a smooth ring with a clear center hole. That recognizable silhouette is your first visible payoff.

Missing the torus settings?

  • Use Blender's undo control to return to the empty scene if the settings panel disappeared.
  • Add the Torus again before performing another action.
  • Enter all four values while Adjust Last Operation remains available.

Help me restore the Torus settings.

Add gentle organic variation

Proportional Editing spreads a transform into nearby vertices. A wide influence radius creates rounded bulges instead of sharp dents.

  • Select Donut in the Outliner.
  • Select Edit Mode from the mode selector in the upper-left corner of the 3D Viewport.
  • Select Vertex Select in the 3D Viewport header.
  • Press O to enable Proportional Editing.

Keep the center open

Each adjustment should move a small area of the ring. A broad influence radius keeps the result soft.

The center hole remains your visual guardrail. Reduce any transform that starts closing or pinching it.

  • Select one vertex on the outer part of the ring.
  • Start a small Move or Scale transform on the selected vertex.
  • Press PageUp or PageDown before confirming the transform to adjust its influence radius.
  • Confirm the transform once the surrounding vertices form a rounded bulge.
  • Repeat this adjustment on one or two spaced vertices around the ring.
  • Return to Object Mode from the mode selector.
  • Press Ctrl-S to save the new silhouette.
  • Orbit around Donut with an Alt-LMB drag.

That slight unevenness is doing its job. Your donut now has two or three subtle asymmetrical bulges while its center hole stays open.

Does the donut look pinched?

  • Undo the last transform if a bulge forms a sharp spike.
  • Retry the transform with a wider influence radius.
  • Reduce any adjustment that begins to pinch the center hole.

Help me soften my donut shape.

Give the pastry its base material

A PBR material makes the form read as baked dough in Material Preview. The Principled BSDF uses Base Color for the dough tone.

Its Roughness controls how softly the surface reflects light. A medium value keeps the pastry matte while preserving its shape.

  • Open Material Properties for the selected donut.
  • Click New to create a material.
  • Rename the new material to Dough in the material name field.

The material slot should now list Dough for Donut.

  • Click the Base Color swatch in the Principled BSDF controls.
  • Enter #B86B3D in the color picker's hex field.
  • Set Roughness to 0.55.

Before you inspect the result, how do you expect the brown material to change the visibility of those subtle bulges?

  • Select Material Preview from the viewport shading controls.
  • Orbit around the donut with an Alt-LMB drag.

You should see a smooth brown ring with two or three subtle asymmetrical bulges and a clear center hole. That is the pastry base locked in for the icing step.

  • Press Ctrl-S to save the completed base in donut.blend.

Does the donut stay gray?

  • Confirm that Material Preview is active.
  • Confirm that the material slot for Donut lists Dough.
  • Re-enter #B86B3D if the displayed color differs.

Help me fix my donut material.

Your smooth brown donut base now has the small imperfections that make it feel baked. Next up, you will extract its top surface to create the strawberry icing.

Build the Strawberry Icing

Your brown Donut now has an organic baked shape. Its top still shares the same surface and material as the rest of the dough.

In this step, you will use mesh separation to turn the upper faces into a separate Icing shell. A Solidify modifier adds visible thickness.

Proportional Editing shapes broad drips along the lower edge. A Principled BSDF material gives the shell its strawberry finish.

In this step, get ready to:
  • Extract the upper donut surface into a separate Icing object.
  • Give the icing visible thickness with broad rounded drips.
  • Apply a pink material with a soft reflective finish.
Extract the top surface

The icing needs its own object so you can change its edge without reshaping the brown dough. Duplicating the upper faces preserves the fit between both surfaces.

  • Select Donut in the 3D Viewport.
  • Enter Edit Mode using the mode selector in the upper-left corner.
  • Switch to vertex selection.
  • Orbit to a side view with an Alt-LMB drag.
  • Toggle X-Ray by pressing Alt-Z.
  • Deselect every vertex.

X-Ray exposes the vertices on both sides of the torus. Your next selection can pass through the entire mesh.

  • Press B to start Box Select.
  • Drag a selection box around the upper half of the torus.

You should see only the upper ring highlighted. The lower half should remain unselected.

  • Duplicate the selected upper faces by pressing Shift-D.

The duplicated faces now follow your pointer in move mode.

  • Press RMB to leave the duplicate in its original position.
  • Press P to open the separation menu.
  • Choose Selection to move the duplicated faces into a new object.

The upper shell is now independent from the original donut surface.

  • Return to Object Mode.
  • Rename the separated object Icing.
  • Select Icing once to confirm it can be selected independently.

You should be able to select Icing while the brown Donut remains a separate object underneath.

Did the brown donut disappear?

  • Undo the separation if the original brown surface disappeared. Repeat the duplication with only the upper faces selected.
  • Confirm that you are still editing Donut if pressing P does not offer Selection.

Help me separate the icing faces without removing them from my donut.

Create thickness and drips

The separated surface is still a thin sheet. Solidify gives its edge depth before you shape the rounded drips.

  • Select Icing in Object Mode.
  • Open the wrench tab for Icing.
  • Add the Solidify modifier.
  • Set Thickness to 0.06.
  • Set Offset to 1.0.
  • Orbit around the icing edge to inspect its new depth.

You should see a raised shell with a visible outer edge. The brown donut should remain underneath it.

  • Open the Object menu in the 3D Viewport header.
  • Choose Shade Smooth.

The icing surface should now look rounded across its shaded faces.

  • Enter Edit Mode on Icing.
  • Select one boundary vertex along the lower icing edge.
  • Enable Proportional Editing by pressing O.
  • Start moving the selected vertex slightly downward on Z.
  • Adjust the influence radius with PageUp or PageDown while the transform remains active.
  • Confirm the transform when the surrounding edge forms a broad curve.

The first drip should bend several nearby vertices into a rounded dip.

  • Repeat the proportional move at a second spaced boundary vertex.
  • Repeat the proportional move at a third boundary vertex.
  • Reduce any drip that intersects the lower half by raising its lowest boundary vertex.
  • Finish in Object Mode.
  • Orbit around the icing edge to inspect all three drips.

You should see several broad dips with different depths. Each drip should stop above the lower half of the donut.

Are the drips too sharp?

  • Increase the proportional influence radius with PageUp if a drip forms a narrow spike.
  • Confirm that Thickness is 0.06 if the icing edge looks too heavy.
  • Confirm that Offset is 1.0 if the shell pushes into the donut.

Help me make my icing drips broad without intersecting the donut.

Add the strawberry material

The separated shell carries the donut's existing material slot. Giving Icing its own material protects the brown Dough finish.

The pink base color creates the strawberry look. Lower roughness gives the surface a softer highlight.

  • Select Icing in Object Mode.
  • Open Material Properties.
  • Unlink Dough from the icing material slot.
  • Create a new material for Icing.
  • Name the material Strawberry Icing.

The icing now has its own material data-block. Changes to it leave Dough untouched.

  • Set Base Color to #F05A8A.
  • Set Roughness to 0.28.
  • Switch the viewport to Material Preview.

The new material is now visible across the icing shell.

Before you orbit the finished model, where do you expect the brown dough to remain visible?

  • Orbit around the donut to inspect the icing from several angles.

You should see a pink shell covering the top half with several broad uneven dips along its edge.

You should also see the brown Donut underneath with no drips crossing its lower half.

  • Save donut.blend by pressing Ctrl-S.

Did the whole donut turn pink?

  • Undo the color change if Donut also turns pink.
  • Replace the linked Dough material on Icing with its own Strawberry Icing material.

Help me give Icing a separate material without changing Dough.

You have turned the brown ring into a strawberry donut with an independently editable icing shell. Next, you will model one sprinkle to expose the limits of manual duplication.

Reveal the Sprinkle Bottleneck

Your pink icing now gives the donut its strawberry finish. This step tests how a few hand-placed details affect that surface.

You will build one capsule sprinkle as a reusable source. You will place exactly three copies before judging whether manual repetition can fill the icing consistently.

In this step, get ready to:
  • Model a shade-smooth yellow capsule with applied scale.
  • Place exactly three yellow sprinkles by hand.
  • Inspect the result to judge the manual workflow.
Model one sprinkle source

A UV Sphere is a smooth mesh primitive that can be compressed into a short capsule. Applying the object's scale preserves the visible shape while resetting its transform scale to 1.0.

  • Switch to Object Mode in the 3D Viewport.
  • Press Shift-A to open the Add menu.
  • Choose Mesh.
  • Choose UV Sphere.

You will see a new sphere in the viewport.

  • Rename the selected sphere to SprinkleSource.
  • Set the object's Scale fields to X 0.12, Y 0.035, Z 0.035.

The sphere now reads as a short capsule with a long X axis.

  • Press Ctrl-A to open the Apply menu.
  • Choose Scale.

You will see the scale values reset to 1.0. The capsule keeps its visible proportions.

  • Open the Object menu in the 3D Viewport header.
  • Choose Shade Smooth.

The capsule now has a smooth surface without changing its geometry.

Add the yellow material

A material controls how the capsule responds to light. Bright yellow creates a clear contrast against the strawberry icing.

  • Open Material Properties for the selected SprinkleSource.
  • Create a material named Sprinkle Yellow.

You should see Sprinkle Yellow in the active material slot.

  • Set Base Color to #FFD84A.
  • Set Roughness to 0.4.

Good progress. Your smooth yellow capsule is ready for the placement test.

Capsule Still Looks Round?

Check that the scale was X 0.12, Y 0.035, Z 0.035 before you applied it.

If the scale values already show 1.0, reshape the capsule before applying the scale again.

Help me reshape my sprinkle capsule.

Place three sprinkles manually

Each copy keeps the source geometry plus its yellow material. A separate transform lets every sprinkle sit at a different angle.

  • Move SprinkleSource onto an open patch of pink icing.
  • Rotate SprinkleSource until its long axis rests across the icing surface.

You will see one yellow capsule resting near the icing surface.

  • Create the first copy on another patch of icing with Shift-D.
  • Rotate the first copy to a different angle.

You will now see two yellow sprinkles with distinct orientations.

  • Create the second copy on a third patch of icing with Shift-D.
  • Rotate the second copy to another angle.

You should now see exactly three yellow capsule sprinkles on the icing.

Inspect the manual result

Before you inspect the whole icing, predict whether three hand-placed sprinkles can create consistent coverage.

  • Orbit to a view above the donut with Alt-LMB drag.
  • Inspect the full pink icing surface.

You will see exactly three yellow sprinkles across the icing. Most of the pink surface remains empty.

Their spacing varies because each placement depends on a separate manual transform. This shortfall is the intended result.

Why Three Is Enough

Every duplicate requires its own placement. Every duplicate also requires its own rotation.

Repeating those adjustments dozens of times would make coverage slow to build. Keeping the spacing consistent would add more manual work.

  • Press Ctrl-S to save the three-sprinkle state.
  • Check the Blender title bar for donut.blend.

That experiment did its job. Your scene now captures exactly where manual placement stops being practical.

Your three-sprinkle test has exposed the repetition problem. Next up, Geometry Nodes will turn one source into a controlled field of instances.

Scatter Sprinkles and Render

The three hand-placed sprinkles proved that manual duplication does not scale across the icing. Their uneven spacing leaves the donut far from a finished product shot.

Blender's Geometry Nodes can distribute linked instances from one source object. The Scatter on Surface node turns that pattern into a controllable sprinkle field for the final product shot.

In this step, get ready to:
  • Replace the manual sprinkle copies with procedural instances.
  • Stage the donut as a studio-style product shot.
  • Save an 800 by 800 PNG render as donut_render.png.
Build the procedural scatter

The thick icing shell includes an underside plus a rim. A separate surface emitter keeps the sprinkle distribution focused on the shaped top of the icing.

Telling the source apart from its copies can be fiddly. Keep the object named SprinkleSource because it holds the reusable mesh and material.

  • Select the two yellow sprinkle copies that are not named SprinkleSource.
  • Press Delete to remove the selected copies.

You should now see exactly one yellow sprinkle on the icing.

  • Select SprinkleSource in the Outliner.
  • Move SprinkleSource to Z = -1.0 in the Item panel.

The remaining source now sits below the future floor. Its mesh stays available for instancing without entering the camera frame.

  • Select Icing in the Outliner.
  • Press Shift-D to duplicate the icing.
  • Press RMB to leave the duplicate in its original position.

You should see a second icing object in the Outliner while the viewport shape remains unchanged.

  • Rename the selected duplicate SprinkleEmitter.
  • Remove the Solidify modifier from SprinkleEmitter.

The modifier stack for SprinkleEmitter should no longer contain Solidify. The emitter now uses the icing's original top surface.

  • Switch to the Geometry Nodes workspace.
  • Add a Geometry Nodes modifier to SprinkleEmitter.

The Geometry Node Editor should now show modifier controls for the selected emitter.

  • Create a node group named Sprinkle Scatter.
  • Add a Scatter on Surface node to the node group.

The node group should contain Group Input, Scatter on Surface, and Group Output.

  • Connect Group Input Geometry to the Mesh input on Scatter on Surface.
  • Connect the Instances output to Group Output Geometry.

Two links should now route the emitter surface into the scatter node and route its instances back into the scene.

  • Set the instancing input to Data-Block.
  • Choose Object as the instance type.

The node should now expose an object data-block field for the source geometry.

  • Choose SprinkleSource as the object data-block.
  • Enable Reset Transform.

Yellow sprinkle instances should appear across the emitter. Resetting the source transform prevents its below-floor position from shifting those instances.

  • Set Amount to 70.
  • Enable Align Rotation.

You should now see approximately 70 sprinkles following the icing surface.

  • Choose Z as the alignment axis.
  • Set Surface Offset to 0.03.

The capsules should follow the icing's curves while sitting slightly above the pink surface.

  • Enable rotation randomization around Z.
  • Disable Keep Surface.

Orbit around the donut. You should see dozens of yellow sprinkles with varied directions while the separate pink Icing remains visible underneath.

Why Scatter on Surface?

Manual duplication works for a few carefully placed objects. Covering the icing that way would require dozens of repeated placement decisions.

Scatter on Surface keeps each repeat as an instance of SprinkleSource. One amount change can reshape the whole distribution.

Sprinkles Missing or Offset?

  • Confirm that SprinkleSource is selected as the Object data-block.
  • Confirm that Reset Transform is enabled.
  • Confirm that the Instances output connects to Group Output Geometry.

Help me fix missing or offset sprinkles in my Blender Geometry Nodes scatter.

Stage the product shot

A floor gives the soft shadow a surface to land on. An Area light spreads illumination across the donut instead of creating a harsh point-shaped highlight.

EEVEE keeps the final render responsive while preserving the materials and studio-style lighting.

  • Switch back to the Layout workspace.
  • Add a Plane from the Mesh section of the viewport's Add menu.

A flat plane should appear at the scene origin beneath the donut's center.

  • Set the plane's Z location to -0.45.
  • Scale the plane to 4.

The plane should now form a wide floor directly beneath the donut.

  • Create a material for the plane in Material Properties.
  • Set its Base Color to a light neutral gray.

Material Preview should show a quiet neutral floor that keeps attention on the pink icing.

  • Select the default Light in the Outliner.
  • Set its Type to Area.

The selected light should now use a flat area-shaped icon in the viewport.

  • Set Power to 800 W.
  • Set Shape to Square.

The light settings should now describe a square source with enough power for the product shot.

  • Set Size to 5.
  • Move the light above the donut with a slight offset toward the front.

The viewport should show a broad square light positioned to cast its illumination down across the donut.

  • Orbit to a three-quarter view with Alt-LMB.
  • Frame the full donut with the viewport zoom control.

The viewport should show the top icing clearly while preserving some depth around the donut's side.

  • Choose Align Active Camera to View from the Align View submenu inside View.

The active camera should now hold the same three-quarter composition you created in the viewport.

  • Select EEVEE in the Render Engine field under Render Properties.

Render Properties should now identify EEVEE as the active engine for the scene.

Render and save the image

The output resolution determines the final image dimensions. Matching width and height creates the square format used for this product shot.

  • Set Resolution X to 800 in Output Properties.
  • Set Resolution Y to 800.

The output dimensions should now form an 800 by 800 pixel square.

  • Set Percentage to 100.

Before you render, make a quick prediction about the sprinkle layout the camera will capture.

  • Press F12 to run Render Image.

The Render Result should show dozens of yellow sprinkles across the pink icing. Soft shadows should anchor the donut to the neutral floor.

That repetitive bottleneck is gone. Your camera now captures a complete procedural sprinkle field from one reusable source.

Render Missing Part of the Scene?

  • Recompose the camera if the donut crosses the frame edge.
  • Confirm that the default Light uses Area with Power set to 800 W.
  • Confirm that SprinkleEmitter uses the Sprinkle Scatter node group.
  • Press F12 again after correcting the scene.

Help me diagnose a cropped, dark, or incomplete Blender donut render.

  • Open the Image menu in the Render Result.
  • Choose Save As.

Blender's file browser should open with controls for the image name and destination.

  • Select the local project folder containing donut.blend.
  • Enter donut_render.png as the file name.

The file browser should now point to your project folder with the final render name ready.

  • Keep File Format set to PNG.
  • Confirm the file save in Blender's file browser.

The 800 by 800 pixel render is now stored beside your Blender project.

  • Open the Image menu again.
  • Choose Save As to inspect the same project folder.

You should see donut_render.png listed in the project folder.

  • Cancel the file browser without saving another copy.
  • Press F11 to return to the main Blender window.

The composed scene should be waiting in Blender with its procedural sprinkle setup intact.

  • Press Ctrl-S to save the updated donut.blend project.

Your saved project now contains the reusable scatter plus the complete camera and lighting setup. The finished PNG gives you a presentation-ready result outside Blender.

Secret mission

Create a Multicolor Sprinkle Palette

Your current sprinkle field repeats one yellow source. Build a three-color palette that the same scatter samples randomly for a richer render.

Clean Up Your Resources

Clean Up Your Resources

Your Blender donut project lives entirely in local files with no ongoing costs. Choose whether to keep the files, pause by closing Blender, or delete the project files.

Resources you used:

  • donut.blend, which contains the model, materials, Geometry Nodes setup, camera, light, floor, and render settings.
  • donut_render.png, the 800 by 800 pixel EEVEE render with yellow sprinkles.
  • donut_render_multicolor.png, the 800 by 800 pixel EEVEE render with yellow, pink, and blue sprinkles.

Keep everything running

No cleanup is required. Choose this if you want to adjust the donut or create more renders later.

  • Keep donut.blend, donut_render.png, and donut_render_multicolor.png together in their current local project folder.
  • Use donut.blend for future material, sprinkle distribution, or camera composition changes.

Pause - I'll come back to this later

Pausing ends the open Blender session while keeping every project file ready for later.

  • Return to the Blender window from earlier.
  • Press Ctrl-S to save the latest scene.
  • Close Blender.

Blender is now closed. Nothing continues running in the background.

Delete - I don't want to use this again

Removing local files can feel final. Only the three project files are affected.

  • Close the Blender window from earlier.
  • Open File Explorer from the Windows taskbar.
  • Open the local project folder that contains donut.blend.
  • Hold Ctrl while selecting donut.blend, donut_render.png, and donut_render_multicolor.png.
  • Press the Delete key.

You should no longer see the three project files in their local folder. Blender and its preferences remain available.

Nice Work!

Nice Work!

You did it! You turned a simple torus into a polished strawberry donut product shot in Blender. Your saved donut_render_multicolor.png shows the randomized three-color sprinkle palette in action.

You've learned how to:

  • Shaped an organic donut from a mesh torus with a separate dripped icing shell.
  • Replaced manual duplication with a reusable Geometry Nodes scatter that places approximately 70 aligned sprinkle instances.
  • Produced a presentation-ready render at 800 by 800 pixels with soft lighting from a composed three-quarter view in EEVEE.
  • Completed the Secret Mission by making Sprinkle Scatter choose randomly from the three-color SprinklePalette collection.

Ready to quiz yourself?