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