In this lesson, we'll start lighting and rendering this object, but before we do, I just want to
mention one extra level of complexity you can add to Loop is actually by animating the nerve circle
as well.
So we could actually rotate the nerve circle through time.
Someone hit shift E to set keyframes only on rotation.
We can jump to the channel box to see those key frames when to move to the frame one twenty.
Remember, now that we're looping again, we need to jump back to that one twenty pound frame and I'm
going to rotate this through three hundred and sixty degrees so I'm type in negative three sixty.
Now when I play back we have an added level of complexity to the animation that it's also moving through
space, not just rotating around in a circle.
So I'll double click and choose tangents linear so there's not a slow down at the end and move the timeline
back to one nineteen.
One other thing I want to address is the texture of former and go into the texture, increase the strength
a little bit so that we have a bit more of an exaggerated effect on the blob.
Next, I'm going to add a material for Arnold.
I'm going to assign a new material by holding down right click and going to assign new material.
I'm going to choose Arnold Shader and go to a standard surface.
Then from the Presets menu here, I'm going to go down to blood and choose replace.
Next, I'm going to create a light by going to Arnold Lights, Skydome Light.
Then we need to choose an image from high heaven dotcom to use as the light source and as the background
for our image, I'm choosing autumn forced to because it has a little bit of green in the background
that will help contrast the red of the blood.
So back into my I'm going to choose the Skydome light and go to the color and click here to add a file
texture, then I'm going to click the folder and navigate to my győri image that we've downloaded and
had open.
Now I can do a test render to see what the initial result is like.
We can see that the object itself is still fairly low rez, it's a little bit spiky here on the silhouette.
So what we can do is click the object, go into its shape controls under Arnold, and we can go down
to subdivision and turn on Cat Clark and we can see that it will smooth out the silhouette and add some
subdivisions and render time someone to increase that to two in the next lesson.
And we will continue to refine the lighting and increase the subsurface scattering effect of this object.
Thanks for watching.