WEBVTT

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We'll come back now through lighting, we can enhance the subsurface scattering effect of this blood

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present material through adding a few more spotlights in our scene.

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I'm going to hit the snapshot image here so we can get a before image.

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I'm going to close this and add a few lights.

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Let's go to the rendering tab here and get to the spotlight at a spotlight.

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And I'm going to do to get the movement tabulator and move this back and rotate this in one hundred

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and eighty degrees here by going to the channel box timing in one hundred and eighty.

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Move this back a little bit and I'm going to hit the Arnold Render view here again so I can see how

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much spread we need to increase this and also the intensity.

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So I'm going to go to the associate editor here and increase the intensity of this light until we can

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see its effect, start typing in big numbers like 50, maybe something even more like one hundred.

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And I'm going to increase the tone angle so it captures the entire piece.

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Now want to move back to the front so we can start to see the subsurface scattering effect to figure

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out what kind of intensity we need to increase the light by, because the idea behind this effect is

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that we want to see the light coming through the material.

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So I'm going to add a five here.

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So we're going to five hundred and we can start to see that there is a bit of lightness coming through

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the object.

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Now we can keep increasing the light intensity or and or we can also adjust the material attributes,

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but going to the standard surface, going down to subsurface and we can adjust the scale or the radius

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so that we get more intense subsurface effect at the edges coming through the object.

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Now, depending on how you want your blob to look, you can adjust this here.

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You can also adjust the color, of course.

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And then scale also has a similar effect based on the scene scale, depending on if you scaled up your

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object or not.

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I'm going to reduce this down just a little bit because I don't want the effect to be too strong.

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But I do want to be able to see some difference between the center of it and the edges of it.

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It gives it a bit more dimensionality and goofiness.

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We can see if we compare it to the beginning image, this looks a bit plastic and solid.

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And then if we jump back to our current render, this subsurface scattering effect gives it a much more

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liquid fluid feel.

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I also want to reduce the reflectivity, the specular aspect of this a little bit.

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I think we can increase the roughness, maybe just a little bit point one five instead of point one

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to.

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So the specular reflections aren't as sharp.

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In the next lesson, I will show you how to animate a camera and get the final rendered image ready

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to batch.

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Thanks for watching.
