We're going to be creating a higher key image this time. Rather than strong blacks and whites, the pen should have more gray tones and be much brighter overall.

To save setup time, let's use the scene created at the end of the corkscrew tutorial.


Importing The Geometry & Reassign Shaders


  • Download the pen and the studio from the above links.
  • Open the corkscrewTutorial_part05 file and enter the corkscrew object node. Select the file node and change the Geometry File path to the location of the pen.
  • Now select the material1 node and change the first materials Group from armshead to pen_catchnib and the second material's Group from body to pen_body.


  • Repeat this process for the studio geometry. Enter the studio node, select the file node and change the Geometry File path to the location of studio2.obj.
  • Now select the material1 node and change the first material's Group from floor to curtain and the second material's Group from reflector to room.


Move The Camera

  • Select cam1 and move the camera round to view the pen horizontally.


Adjust The Shaders

We will now tweak the shaders as the pen is slightly less glossy than the corkscrew.

  • Go to the shop and enter the chrome_armshead vopnet. Select the Standard Surface shader and under the Specular tab, set the Roughness to 0.15.
  • Switch to the chrome_body vopnet and lower the Specular weight to 0.7 and the Specular Roughness to 0.25.

First Render

  • Go to the Arnold ROP and change the Output Picture back to ip.


  • You can drop the render settings if you wish whilst doing test renders. Diffuse and Specular could be dropped to 2 to speed up render times.
  • Do a test render to see the Pen in the Corkscrew lighting environment.


So it looks ok but it's quite dark and moody. We're going for a different feel this time. In the next part we will brighten it up.

You can download the result of this section below.


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