New C4D Soft Body Dynamics, Filling a Cube with Shapes | Derek Kirk | Skillshare
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New C4D Soft Body Dynamics, Filling a Cube with Shapes

teacher avatar Derek Kirk, 3D Instructor-Effectatron & CGshortcuts

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Soft body fill cube for skillshare intro

      1:04

    • 2.

      Soft Dynamics Fill Cube

      36:48

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About This Class

In this video we learn to use the new Soft Body Dynamics System to create a fun animation of shapes inflating and filling an invisible cube. 

Meet Your Teacher

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Derek Kirk

3D Instructor-Effectatron & CGshortcuts

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Hey, I'm Derek, I love pizza, 80s synth music, crew neck sweaters, my wife Kaitlyn, my daughter Violet, my corgi Lava and God. I've been in video production for 10 years. I am a full time 3D & Redshift eLearning Instructor and Content Creator for Effectatron and CG Shortcuts. I've always loved learning but I love teaching more so. I just want to provide courses that will be fun and informative, and at the same time have a practical application for your work.

Visit https://derekkirk.net/ for more 3D Content and more :)

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Transcripts

1. Soft body fill cube for skillshare intro: Hey, what's up? I'm Derek Kirk of Affected Tron. And if you follow me on Youtube or anything, you know my style of teaching and stuff. And you may have heard that I've just announced a new big class. And what this is, this is a lesson from that big course, that big workshop. And basically it's just a really fun lesson where you learn to fill cube with soft body objects using the new 2020 3.20 24 dynamic system. Using those soft bodies or the little jellyfish tag. So we're going to learn how to do that. Troubleshoot a lot of issues like stuff clipping through things, things expanding too far, shrinking too far, and stuff just colliding in a weird way. And so we troubleshoot a lot of issues that you go about and you come across while you're doing dynamics and you figure out a way to actually make what you want to make. And then the end result is this really cool animation which you can color. We create some subsurface scattering and stuff like that. So basically we start from scratch, we create the scene, and we have a really nice, cool animation at the end of it. So if you like this, be sure to check out other content of mine as well in that workshop. But basically, this is just a really nice cool lesson that I think you'll enjoy making. 2. Soft Dynamics Fill Cube: All right, in this video we're going to learn about balloons. And we're going to make this really cool cube filled with these like squishy, gummy looking things. So basically it starts off like the spheres. And we're going to blow up as balloons. Blow as balloons. And just have them just kind of fill the space. And then talk about how to get rid of the cube so we can still see it. But have them kind of settle in and create this really nice cool dynamic stuff defect, common one that you see out there. And it's using the new simulation system. You think it's using soft body, but actually soft body is actually turned off and we're just using balloons. So we're going to go ahead and take a look at how to create this again, start with a fresh scene. Go ahead and lead our sphere out of that. So if we can start with a fresh one, clean sphere, go ahead and open up a cloner object. Put that sphere in there. We're going to set our sphere to hexahedron. I think that's fine. Then we're going to say, I don't know, 20 for the size here. And we're going to go down here and to our grid. And we'll make it a nice square, 20. We'll go ahead and space this out. When you're spacing out your cloner, what you want to do is you want to basically make it a little bit wider than your object. Obviously, because we come in here and we say like 18, 18, 18. You know they're all going to intersect or like 38, I guess since 20 the radius. So see how they're all like intersecting. So if you have them like too tight, whenever you introduce dynamics into this, they're gonna freak out because they're clipping geometry. So just be mindful of that. We'll say like a little bit bigger and we'll say 50, 50, 50. Now we have all these cubes and we want to make sure we're an instance not der instance or multi instance because when using dynamics instance is going to be your best friend instance and multi instance they're going to basically have it act like whatever the original sphere is, that's just going to like copy and paste across. If you're doing something that you want everything to look the same, you can use instance. But if you want everything to actually work individually as its own object, you need to make sure you're on instance mode, Okay, So we've got a cubical shape here, obviously cubic. And what we want to do is we're going to write, click this and we're going to go to Render simulation tags. And then go down to balloon. Now the balloon, the cloth tag, and all the soft body tag all are the exact same tag. They just come in with different presets. So they all have the same option. The surface options, balloon options, soft body mixed animation, plastic deformation, dresser forces, all of these things are exactly the same. All that matters when you write click them is just which one's enabled when you bring it in. And so you can come in here and enable other ones, now it's a jellyfish tang. Turn that off, it just changes the icon. Really balloon is what we want. Buddy fault. We're going to make sure that when we play on this, something happens. All hit play. Yeah, everything's falling down, which is perfect. That's what we want. First issue is we're using dynamics and we want everything to fit instead of a cube and fill up the space, but we don't want to fall down through the ground. First things first, let's create our cube and just shrink that down until it's just a little bit bigger than our object. Okay, and then we're going to turn that off in the preview so we don't see it. We could come in here and make it glass. Make a new object, generate transmission all the way up, color all the way down. And go ahead and grab that, put that on our cube, and that's going to make it see through so we can see our squares or our circles under. Now we have this cube. So we want this to be a collider body simulation collider body because we obviously want it to interact with that. Now we had play, everything should fall down and squish through our cube because we don't have enough geometry here. So we'll go ahead and say 50, 50, 50, that's fine. So now we had play, still squishing through. Right? That's not a big deal. We just have too much gravity going on. So let's go ahead and hit control D, because we don't want gravity at all. Rather than going in here to the bullet tag, because we're not using the bullets, we're using the simulation, right? You need to remember that we're not using the bullet soft body, we're using the simulation balloon. So we need to go in here to the simulation tags. And instead of here, we have the Scene tab. And this is where we can choose our gravity. And we want our gravity to be zero. We just want everything to just float. So now we're hit play. It should just sit there perfectly still where nothing's happening. Awesome. That's what we want. So why is it not filling up like a balloon? Well, we don't have the balloon setting set up so that it does fill up like a balloon. Let's go ahead and change our expansion time to just 24 frames, so it's 1 second. And then our over pressure. The way this works is any value over one is going to start filling up your balloon past its point. So it actually like inflates. Right. And it's only going to inflate for the time that you've allotted it to expand. And once it passes that threshold, it's just going to just exists. It's not going to be filling up. So this is like fill up a mount right over pressure. That's what that means. So if you come in here and set it to two and play. For the first 1 second, everything fills up and floats away and shoots right through our cube and it goes right out. Obviously not ideal. What's happening. Well, our cube is a bunch of planes basically around our object. And anytime you're dealing with planes, it's possible that your geometry is going to clip through it because there's no thickness to these. There's a couple of things we could try. One thing we could try to do is to come in here and use the new thicken object, which is right here. Thicken modifier, hold Alt and put that in there. We just want to make sure that we're pushing it to the outside. So we're going to push this position all the way up. Now when we hit play, we're going to make sure we put our collider body on top of our thicken and we're going to go ahead and hit play. And we should have a little less pop through, but I don't think that's even really what we need to do, but it definitely worked. Maybe we'll just leave it like that because we're going to turn this off in the viewport anyway, right? But let's say you wanted it to be a glass object and so you actually, you didn't want your thicken to look disgusting, so we're just going to do like 1 centimeter of thicken, so it's like a nice glass shell. So we're going to go ahead and hit Render on this and we'll take a look at it. Rather than being invisible, we have like a glass object which is a nice looking on its own. We want to make sure that we subdivide it a little bit. Go to our advanced, and let's just go ahead and tweak some of these. We're going to preserve the corners like that, so we'll turn our preserved corners up. And we'll set this up to 90 degrees as well, just so we can clean up those edges a little bit more so they're not chunky. All right, so I'm happy with the way that looks. So we have the option of having a nice glass and or not. So we'll see now that our walls thinner if our stuff still clips through or not. It looks like that was enough for right now to keep those within there. We're going to leave it like that for now. Perfect. Just adding a little bit of thickness to that really helps those dynamics figure out. Alternatively, we could come in here to the scene settings, go into the simulation settings and then really up our collision passes and stuff like this and see if that calculate it out. But right now we're going to leave a default because the more you can leave a default for now, the faster everything is going to go. Right. Which is nice. Rather than upping the geometry of a whole bunch and all this stuff. Right now we have a pretty simple scene. And I think we want to come in here in our balloon and actually make it inflate for longer. So we're going to keep the over pressure set to two. And because we're telling it to expand further, it's going to blow up bigger, right? So it's not going to be like it was before because now it's going to inflate for 2 seconds we want to actually. Right, so you would think setting the expansion time to 48 frames in my head makes it say, okay, I want it to fill up with this much pressure over 2 seconds, I would think it would be twice as big as it was over the 1 second. But actually it sounds like that this is like the actual amount it's filling up. You're just delaying how long it takes to get to this point. That's all this is controlling this isn't saying for this long fill it up, It's saying I want you to take this long to fill it up to this point. Let's go ahead and increase this up to like five and go back to like 24 frames and see how this works. So we're going to play, there we go. So the stuff starting to squish together, we're still inside of our cube. This is looking pretty good. Let's go ahead and come in here to the, let's come in here to the surface settings, we can mess around with this basically. Let's go ahead and just lower our friction. So stuff like slides around a little more. Let's take our bendingess and our stretchiness up to ten to see if these inflate a little bit more bubbly versus being rigid. We'll see what kind of difference that makes. We're going to let it play, and it looks exactly the same. That's fine. Let's come in here to our balloon and crank this up to ten B. There we go. Now we're starting to clip through themselves and we're getting like more of the look we want. We're obviously clipping through somewhere in 5-10 We're getting that kind of desired effect where they're so big that they're like moving around and making nice looking shapes. But they're obviously clipping through themselves. So we need to come in here and take our cloner. What we're going to do, we're going to come in here and change this to 64 because I think that'll help a little bit more with that. And then our balloon, we're going to set it to maybe eight for a soft surface and stuff. Let's leave this back to 55 and leave it at that. What I want to do is I want to make sure that With 5.5 it should bend in stretch a little bit, but we're not going to see that really that big of a difference. We're going to play. Things are filling up, smishing against the wall, smishing against each other, squishing through the wall, to the point where they're making these weird bubbly pockets. Okay, perfect. This is what we want. We're getting these really weird things. It's finding this little tiny spot where it can like peek out and release all of its pressure. So it's just going and just shooting all of its pressure out there. This obviously isn't what we want it to look like, but it is probably pretty cool looking, honestly. But now we have the pressure a pretty good amount where it's wanting to escape the glass case that it's in, but we're still getting the ability for it to like smush altogether. This is looking good. So what we want to do now is actually adjust this just a little bit. So we'll say balloon. We're going to say seven, just to back it off a little bit, because they've basically found like maximum strength to the point where it's like bursting out of our cube. And we want to just back it off a tiny bit From that. Then we want to come in here to our scene settings control D to our simulation simulation. And then we're going to say iterations four and then collision passes, We're going to say 2.2 and we're just going to go ahead and play on that and see if it's still wanting to pop through our sides or not taking a little bit longer. Because we're doing more solving. But we're getting this nice fill. Things are filling up all the way. We're past the 24 frame point. Nothing's bursting out. We're just getting this nice squishiness all through our cube here, which is exactly what we want. We found out to the point where it breaks and then backed it off a little bit. Now an alternative. Another way, we're still clipping through themselves, which is fine, we'll figure that out in a second. Alternatively, there's another thing we could try, which I've found works pretty well, is actually, rather than backing off the amount that it balloons and we actually just take our cube, we take our balloon and we lower it down like even more like maybe six. And then we just take our cube and we animate that cube squishing down. So we're going to actually keyframe that and then suck it in a little bit and keyframe that now rather than like having our objects want to balloon up to fill up that space fully, we actually allow them to balloon up a little bit and then just bring our space in to squish them back, which is going to give us a different look. So they're going to fill up our cube, didn't move up a little bigger. I'm doing the thickening and that's why make sure we're on our cube. Oh, and it'll shrink our cube in a little bit. Not completely bigger first. Thank you. Eta cube isn't moving. What's going on here? What we want to do is what we can do is come in here and take our pressure down to maybe like six. And then rather than have our balloons fill up our whole space, sometimes it works better to have your space squish down a little bit. It depends on what you're in. This case, we're doing like an object that is going to be invisible. We now you know what, It's good. Yeah. Alternatively, something you could do, especially if your object, your casing is not going to be visible, is act, rather than trying to balloon everything up to fill your space, you can actually take your space, balloon things up, and then take your space and shrink it down. Like animate your cube closing in. And that will squish everything together nicely for you. And that sometimes works a little better than trying to fill everything up. Just because as our balloons and stuff fill up, our polygons get larger and they get more far apart and they start colliding and stuff. So the first thing we need to do that is an option. If you're experiencing any issues with the way it's filling up and stuff and you're having an issue, you can try to squish it down and contain it with your cage versus trying to blow things up through it. I have a tutorial on Youtube about that a little bit. Let's go ahead and go to our spheres and just crank this up, The 128. It's going to take a little bit longer, but it should work better because when we expand our spheres, our polygons are getting farther apart. So it doesn't look as high poly as objects get bigger. There's more space there for the collisions and stuff to collide through each other. Hopefully, now we won't collide through. We'll go ahead and hit play on this. And our balloons should fill up inside of our cube. We shouldn't really have any issues with things clipping through each other. If we do, we can deal with that. You see, it's taking much longer to calculate now. We might have gone too high, but we'll see, we'll back it off here in a little bit. They're filling up, they get this wrinkle here where they're trying to push through. And that's from our bendiness and stuff. And it looks like we're buzzing through a little bit there. I think we shrunk our cube just a tiny bit. Let's go and bring our cube back. Go back to the beginning. For now, let's take this back down to 64. Go back into our balloon settings and tweak our surface settings back down to one. I think it was totally fine and how it was, we could probably even bring our friction back actually 0.2 We can bring our settings back down to one here and bring our cube back up a little bit. Right now everything's blowing up, splaying our square. But we're not really getting all this displacement and stuff where they're kind of moving around like you saw in the original. So how do we create that? Well, we're going to use mograph. No we're not. So what we're going to do is we're going to come in here and go to simulate forces, Ari, We're going to add turbulence. We're going to click turbulence and we just want to make sure on our balloon here, if we go down to the forces tab, we're not excluding that turbulence by default, it's just going to work on its own, Okay, so we've got our turbulence here and there's not really any visualization of what's happening here which is a bit of a bumper, so it's kind of just playing around in the dark. But we're going to up our scale a bit and our strength a bit and change this to force. And we're just going to hit play. And we should see these sort of like move around a lot. So we're going to hit play. Now we're getting some displacement. Looks like we need to do some more. Our balloons might be filling up a little too fast because they're filling up so fast that we're not actually getting that time for these shares to rearrange before they fill up. So let's go ahead and set it to 3 seconds. Go into our turbulence and obviously we need to increase the strength of that, like maybe 150 and hit play. Now we're getting a lot more of that chaos inside of here. Things are swirling around, really bouncing off our walls, bouncing off each other. And they're taking longer to fill up. And it's just providing a lot more of a dynamic view. This is looking good, we're not clipping through, we're just bouncing around. We have some really nice chaos in here. Then by the time we get to our 72 frames, it should be so full that it fills it up. Our turbulence is still going to be going, but our balloons should be so squished in there that we really shouldn't have that trip now that's affecting it that much. So here we go Now they're just kind of trying to move around in their space, this cushion around, which is exactly what we want. Awesome, let's go ahead and play. It looks like we're not clipping through each other. It's looking really good. Fantastic, this just what we want. Everything's working great. Cool. So we're going to go ahead and save that. It's called fill cube Cut. Now we've filled our cube. And what we could do if we wanted to make like a nice video of this is render that out right as it goes through. Filter it up and then just loop it like cut it, paste it and then reverse it. Flip it back it up and reverse it. I think that's how it goes. I don't remember. I sure got the you know what I'm saying? You remember that song anyway, So we just cut it and we can say ping pong and we can do that here in the viewport. Actually, let's just say ping pong and we'll go back to frame 72. And the first thing we're going to do is we're going to just shorten our entire range here and go to the cache. Go to cache mode, and cache the scene. Again, what cache is doing is baking it in so we don't have to sit here and wait for it to calculate it. We're going to calculate it once. Then we'll be able to go through our timeline. Now we get play fill up and then think back. That's sort of look like it goes back. Yeah. But we'll just keep it simple. It just gonna go little up. Perfect. Swift, cash it, obviously you can fill that out if you want. Also, alternatively, what you could do is just grab this last frame and then you get a still of it and then just paste that in in like an editing software so you have it come up and then it's just going to sit still on that frame and hold and then go backwards. Right? You don't always have to rent it out 240 frames. You can always out as much as you need and then use editing to make it fill that space. Be thinking in that way. But so far I'm really happy with the way this is looking. So let's go ahead and talk about whether we want to keep our cube on this or not. The glass is pretty cool. I like the angle of the other one we had. Rather than rotating our cube around, we, we could because everything is baked. It's not really that big of an issue. It could just come down here. Hold shift, rotated 45 degrees, hit W, rotate in world space. Hold shift, and rotate it like 30 degrees and then hit W again, make it world space again. So we go straight up. And then we could just take our camera, then we can just take our camera. Maybe you make it like a 200 so it's not as distorted. And zoom out. Right click and drag out and move it down. Here we go. So now we're looking straight at our shape here. Because everything's cached. We don't only have to worry about the dynamics or anything because it's all baked in. Now we come in here and go to redshift render view. Let's throw like our blue on our and hit play on this. Now we have this blue squishy stuff inside of a glass object, which is pretty nice looking like it. Now we could probably fill it up a little bit more. We could just probably increase, increase that back end. So let's go ahead and go to our cache. Clear the cache balloon and increase this back up to maybe like a 0.5 What I want to do again is now just cache it again and we'll let that go. Cache. Oh, yeah. Okay, so now as it's coming through, we start filling up our space pretty good, and then we really fill it up and we get like this really nice dynamic shape. So let's go ahead, hit play on this. And our cube is definitely more full than it was before. This is great. We're poking through just the tiniest bit right here. So we're going to need to redo it. It looks like we could stop at eight, I think, rather than the 8.5 So this is really all you do is you test it and then you tweak it. Just like everything else, it's all just trial and error. And we'll go ahead and maybe change this down to like rather than 72. We'll say maybe by frame 60. And we'll come back and go to cash and cash it one more time, hopefully. All right, so we'll go ahead and look at that comes through looking really good, blows up and then we'll get like this weird glitch where it pops through. One time I ran it through and it, but through the side sometimes it'll get slightly different results. But what's happening is we're getting just like so much energy that it doesn't know what to do with it. And it's like pop. It finds that release and then it fills that space and it breaks basically. So it's got so much energy. So what we want to do is rather than come in here and change our over pressure, we're going to go in here to our simulation by hitting control deep and up the substeps, up the iterations to four, smooth the iterations to three, and then dampening. Now dampening is going to be that thing that kind of like when your balloons get so full that they start getting like this kind of like little jitteriness where they like, you know, they look like they don't know what to do. They just got so much energy they need to outlet, like they need to burst and they're getting kind of shaky. You just want to be like the sun's getting real low. Sun's going down. That's my throat. With the whole calming them down part corrects me up. All right. So dampening is going to be the sun's getting low, right? So we're going to go ahead and turn that up to six and that's going to provide this, think of it like a smoothing to our energy on the edge. So it's going to be this overall brake pad. It's like we've got a little bit of our foot on the brakes. So basically when it starts to have like so much energy that it gets all K, that it starts to say, the dampening says, okay, wove they're big fella. And it starts coming it down. So hopefully they'll come in here and go to the cash, clear the cash, cash seen again. And this time hopefully we won't have any issues where the bowls like pop and clip through each other or clip through the outside because that dampening is going to kind of control them down before they get to that point where they really just need to burst out. Fingers crossed. As we're baking this through, you can see by frame 66, we get this pop happen. Normally, watching this playback, by the time we're at like frame 50, it's pretty good. I think our over pressure on our balloon is a little high. We're going to go with like 7.4 Try that again. Before we mess with the dampening and all that stuff, let's go ahead and just try that first and see what happens. And this is kind of it, it's just taking, shooting in the dark, right? And this is kind of the process. I could tell you exactly, you know, what point to go to, but when you go do your own project, you're going to not know exactly what point to go to. And this is going to be the issues that you face. So I'm showing you how to troubleshoot that. All right. Let's take a look at how this one went. We had play squishes around, fills up, nice. No, nothing's bursting through. Nothing's getting crazy. It's looking good. We like this. Let's go ahead and check out the renter view this. So we figured it out. So it wasn't really an over pressure issue, It was more of a combination of over pressure plus dampening, and we've got this really nice shape here. Looking good. This looks pretty cool inside the cube, but maybe it looks cooler without the cube. Let's come in here to our thicken object and just turn both these off in the render view by clicking this bottom dot. Now we just have our shapes forming a cube without the border. And it's like, oh, that's neat. Because when we see this like this, we don't expect it to turn into a cube, right? It's going to go and fill up pop and become a cube. Very nice, very cool. So let's go ahead and create a material to put on our sphere. Now, there's a couple of things we could do if you wanted to do this with mult colors. There's probably a faster way to do it than what I'm going to show you. But I think what I'm going to show you kind of helps you learn something new. Basically what I'm going to show you is how to create one material to put on an object instead of a cloner that's going to be able to provide multiple colors based on the assets within it. Now alternatively, what we could do is just copy and paste our sphere in here, run it again, and then we just put a different material on each sphere, and that would give us that result. So let's go ahead and create a new object. I think I'm going to take this glass and I really want to put that on. One of the souls. Create a new actually, you know what? No, let's not so. Okay, now it's time to add materials and stuff to this. What we could do is come in here and create a material that uses our cloner and randomly assign colors to each of these balls. If that's something you want to learn how to do, I have a tutorial on that, on Youtube. But also we could talk about it in the interview, the Q and A on Friday. But right now, I think for this tutorial we're really focusing on dynamics. We're already pretty lengthy. Let's go ahead and just do it the easy, quicker way rather than setting that up. And that is to come in here, cache the scene one more time, grab our sphere and just hold control. Click and drag. And hold control, click and drag to make a copy of your sphere for however many colors you want inside of your object. We're going to do three different ones. And just make sure that inside of our cloner, rather than setting our clones to iterate, we set this to random. So now it's going to assign each of these randomly throughout our cube. So if we have like a black, white, and red, they're going to be distributed randomly. Versus when they're on iterate, they're going to be like in order, right? So if you want to go in order, you do it that way. But we want random. And so now it's going to look exactly the same. All we've done is, you know, copied this. I think we damped it a little too much. We're going to say 5% just to back that off a tiny bit. And cash and cash, arsene. Okay, perfect. We go up, boom. There we go. We fill it up. We've got nothing clipping through, nothing's popping out, everything's looking good. It looks nice and full. So what we can do is let's grab our glass, throw that on one of our spheres. And let's go ahead and create a new material. Or we could come in here and grab any material that we have. So let's just create a new one real quick. And we'll go with like, oh, maybe like a nice orange. We'll just grab a nice ripe orange like me, somewhere in here. There we go. I like this, I like that color and make it nice and Matt, Lower this down, there we go. And we'll throw that on like our second one. And then what's going to look good? Maybe like a teal or a blue. Let's do it like a jelly. Jelly, kind of blue. So we'll go ahead and grab this. Throw this on our third one and go come in here. And let's use subsurface on this one. Go to subsurface color, we'll do like a light blue, rank that up, and then on the inside we'll do like a darker, darker teal like that and increase that scale. Let's just see, that might look weird. Let's see what that looks like. Play. Yeah, that does look weird. The orange. I love the glass. It's all right. I'm not crazy about it. It's kind of neat. I think. I want to make it like less frosted, so we're going to come in here to the war, crank that up like 1.8 and lower this down to 0.1. And I should make that a little more like that. Is that more what I want or do I want this to be rougher? I think I like it more frosted, so let's say 0.35 Yeah, I like that. And then for our subsurface, this one is not working how we want, let's swap these colors to the darker on the outside, the lighter on the inside. And really crank up that scale to like 50. There we go. Now we have this nice jelly looking that maybe we should do that with our orange as well. I don't think so. I think our orange could use a little more vibrancy. We're coming here and just a little more of that saturation in there. A little less too hard. There we go. Yeah, we could copy this. Just click and drag this down to the subsurface. And turn that up and see what that looks like with just white subsurface on. And increase the scale to lie 30 as well. Maybe 50, we'll see. That's nice with that gel. Look with the white. So let's back that off to 20 so we can keep more that orange. Maybe 12 as we dial this in. But I really like how it's Frost sit and see through. Yeah, that's looking good. I like that. Do I like the glass at all? I don't know. Do I want to just put this on top of the glass and just have more of that blue in there? I think so. I think I like just the two colors. I think I like that we can come in here and adjust the roughness of this one. Maybe we'll say 1.8 and say like 0.45 because I like the way this orange is rough looking again, 0.6 Maybe I think I want this to be a little more like, maybe we just make this a little whiter and we make this a little less like 25. Yeah, I'm starting to like that. Yeah, I think that looks nice. Those are two really soft look at colors. This looks really good. I'm quite happy with that. Let's go ahead and just throw in one more light just to see if we can really boost up this SSS that we've got going on here at Target and Null. Go ahead and drag that boy right behind. So let's pointed at the back light of it. Do we want to pull it up? Let's take that and just sharpen it in, focus it in really tight. Now, do I want to shine through like that? Do I want to be off to the side? I think it needs to be more even. So I think we should probably keep it directly behind Fred. Definitely behind. Let's pull it back. Grab our null and pull that up a bit. There we go. So now we have our light shining through. This is obviously too bright. 40 too much still 20. I like how our lights shining through and creating the soft edges on it, but I don't like how that light spouncing off of our floor. So what we're going to do describe our light, go to project exclude and color pick our backdrop. Now we're just going to get those lights in our cubes and not on our floor there. We still have our infinite floor in our nice cube here that's looking really nice, awesome. And coming here at our lets on that color and maybe even a blue. Now we don't need Bloom, but maybe a little classic S curve on this. I like the way that orange looks a lot with that S curve on there. Very cool, Awesome. All right, let's move on to the next lesson.