Here’s a sample of strawberries I created in Blender; using the same textures from my previous post, but created new polygons.

Rendered in Blender’s Cycles–56min. (960 x 720 pixels) with depth of field, 400 passes.

From the latest release of Blender (2.64a), I haven’t tried an alpha mapped texture in Blender– if the renderer to use is Cycles. Adding a texture, like a strawberry leaf (from my previous experiment with Maya), contains an alpha channel (certain areas that are transparent). It’s easy to implement in Maya (tested on mental ray renderer), after the uv mapping,– add texture, and the bump map for additional effect, then render. But in Blender’s cycles, it’s a different approach. It took me hours to figure out how to render the transparent (alpha) effect in cycles because of the lack of available documentation–all of my renders are just patches of black geometry from the strawberry leaf.

> A simple geometry created in Blender

Modeled from sphere geometry

> Added textures in uv mapping

Added textures, the upper leaf is a duplicated texture from the lower leaf.

> thus produced this effect

Rendered in Cycles

> using the group instances, is a nice tool to mirror the original polygons, and minimize the file size of the scene

Find the original object

Update: Here’s the setting I found out on how to use the transparency setting (alpha) on Blender using the Node editor (Compositing). Just select the polygons (you can see in the picture) to see the materials, and attach the alpha to the fac of the mix shader.

Select the uv mapped polygons to see the materials in the node editor.