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.