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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,880 Hello, dear channel. This is 2024. My 2 00:00:03,600 --> 00:00:08,600 name is Damian Worlbah. Welcome to 3 00:00:05,880 --> 00:00:10,000 Blender 4.1. The jewelry series 4 00:00:08,600 --> 00:00:14,000 continues. 5 00:00:10,000 --> 00:00:17,760 Let's start and add a mesh circle radius 6 00:00:14,000 --> 00:00:21,120 17.3 divided by two. That's a size seven 7 00:00:17,760 --> 00:00:24,240 American. Let's go to your favorite 8 00:00:21,120 --> 00:00:25,920 gemstone collection and append a 9 00:00:24,240 --> 00:00:30,480 diamond. 10 00:00:25,920 --> 00:00:34,080 Make the diamond 2.5 mm. Copy paste the 11 00:00:30,480 --> 00:00:36,600 scale. Move it here. Now, let's go to 12 00:00:34,080 --> 00:00:39,000 geometry nodes. Join this window. We 13 00:00:36,600 --> 00:00:42,440 won't need it today. On the diamond, 14 00:00:39,000 --> 00:00:45,200 create a new set of geometry nodes right 15 00:00:42,440 --> 00:00:48,160 here. Now, let's go to add mesh 16 00:00:45,200 --> 00:00:50,840 primitives mesh circle here. Now, let's 17 00:00:48,160 --> 00:00:54,600 go to add input 18 00:00:50,840 --> 00:00:58,040 constant value. Now, plug the value to 19 00:00:54,600 --> 00:01:01,680 the radius of the circle. Now, go to add 20 00:00:58,040 --> 00:01:04,000 utilities math math. Plug it here in the 21 00:01:01,680 --> 00:01:06,560 middle. We're going to divide the value 22 00:01:04,000 --> 00:01:09,760 by two because the value is going to be 23 00:01:06,560 --> 00:01:13,280 the finger size diameters, which is in 24 00:01:09,760 --> 00:01:15,840 this case a size seven American 17.3, 25 00:01:13,280 --> 00:01:18,880 and it must be divided by two to get the 26 00:01:15,840 --> 00:01:22,040 radius. Now, we need some instances. 27 00:01:18,880 --> 00:01:25,800 Let's go to add instances instances on 28 00:01:22,040 --> 00:01:27,960 points. Plug it here. Now, the diamonds, 29 00:01:25,800 --> 00:01:30,800 which is the geometry, is going to be 30 00:01:27,960 --> 00:01:33,240 the instance here and not the points. 31 00:01:30,800 --> 00:01:37,520 And the mesh circle is going to give the 32 00:01:33,240 --> 00:01:40,560 points here. Don't forget to set the 33 00:01:37,520 --> 00:01:43,920 location to zero, and don't forget to 34 00:01:40,560 --> 00:01:45,920 apply the scale. This is obviously just 35 00:01:43,920 --> 00:01:48,640 the beginning. Now, let's start making 36 00:01:45,920 --> 00:01:52,360 some rotations. Let's go to add 37 00:01:48,640 --> 00:01:54,400 instances rotate instances. Plug it 38 00:01:52,360 --> 00:01:56,360 here. We're not going to do it in the 39 00:01:54,400 --> 00:01:59,760 local space. We're going to do it in 40 00:01:56,360 --> 00:02:04,280 global space. So, remove this check 41 00:01:59,760 --> 00:02:07,040 right there and rotate 90° here in order 42 00:02:04,280 --> 00:02:09,280 to rotate all the diamonds. 43 00:02:07,040 --> 00:02:12,640 And also because the tradition is to 44 00:02:09,280 --> 00:02:14,560 have the ring standing like this. Now, 45 00:02:12,640 --> 00:02:16,920 obviously the diamonds are not in the 46 00:02:14,560 --> 00:02:19,040 correct directions. They must face to 47 00:02:16,920 --> 00:02:22,240 the center of the ring. To do that, 48 00:02:19,040 --> 00:02:24,000 let's start to add geometry read the 49 00:02:22,240 --> 00:02:27,360 normal right there. Plug it to the 50 00:02:24,000 --> 00:02:29,440 rotation of the instances right there. 51 00:02:27,360 --> 00:02:33,000 That's pretty nice, but that's not what 52 00:02:29,440 --> 00:02:36,440 we want. Now, let's go to add utilities 53 00:02:33,000 --> 00:02:38,520 rotation align Euler to vector. Plug it 54 00:02:36,440 --> 00:02:39,680 here. The normal is going to be the 55 00:02:38,520 --> 00:02:41,959 vector. 56 00:02:39,680 --> 00:02:46,760 There. Now, we're back to the same wrong 57 00:02:41,959 --> 00:02:50,720 position, but now go to add utilities 58 00:02:46,760 --> 00:02:53,160 rotation rotate Euler plug it here. This 59 00:02:50,720 --> 00:02:57,800 time is going to be local. Let's go to 60 00:02:53,160 --> 00:03:00,040 90° on Y. The orientation is now correct 61 00:02:57,800 --> 00:03:01,800 to the center of the ring. Now, we still 62 00:03:00,040 --> 00:03:03,440 want to tweak the position of the 63 00:03:01,800 --> 00:03:06,720 gemstones and the amount of the 64 00:03:03,440 --> 00:03:09,120 gemstones. Let's go to add instances 65 00:03:06,720 --> 00:03:12,239 translate instances. You can put it 66 00:03:09,120 --> 00:03:14,519 here. Go to the front view and we have 67 00:03:12,239 --> 00:03:17,360 the finger size reference right here. 68 00:03:14,519 --> 00:03:20,440 So, obviously the gemstones must be 69 00:03:17,360 --> 00:03:23,720 higher than the finger size. So, we need 70 00:03:20,440 --> 00:03:27,640 to translate on the Z axis. Let's go at 71 00:03:23,720 --> 00:03:30,600 1.4 by example and now you can tweak the 72 00:03:27,640 --> 00:03:33,080 amount of vertices of the circle, which 73 00:03:30,600 --> 00:03:35,760 makes the amount of gemstones. I will be 74 00:03:33,080 --> 00:03:38,000 fine at 24. 75 00:03:35,760 --> 00:03:40,320 So, now that we have this, I'm going to 76 00:03:38,000 --> 00:03:42,920 start building the design of the ring by 77 00:03:40,320 --> 00:03:45,840 elements. Let's go back to layout. Let's 78 00:03:42,920 --> 00:03:50,840 go to top view. Now, let's go to add 79 00:03:45,840 --> 00:03:54,680 mesh torus. Let's go at 60 30 to have a 80 00:03:50,840 --> 00:03:58,000 nice resolution. Major radius 0.9 or 81 00:03:54,680 --> 00:04:01,640 whatever works for you and minor radius 82 00:03:58,000 --> 00:04:02,960 0.35 or whatever works for you. First, 83 00:04:01,640 --> 00:04:05,120 I'm going to make the design in 84 00:04:02,960 --> 00:04:08,360 position. So, this is the base of the 85 00:04:05,120 --> 00:04:12,040 setting. Must be here. Don't forget 86 00:04:08,360 --> 00:04:14,840 object smooth. Okay, so scale it and all 87 00:04:12,040 --> 00:04:18,519 as needed. Don't forget to reset the 88 00:04:14,840 --> 00:04:21,799 scale at first. Okay, let's call this 89 00:04:18,519 --> 00:04:23,960 setting base. So, now let's go back to 90 00:04:21,799 --> 00:04:26,919 geometry nodes. Okay, here we don't need 91 00:04:23,960 --> 00:04:29,560 new nodes, but let's create new ones and 92 00:04:26,919 --> 00:04:31,520 let's apply the one we did earlier. So, 93 00:04:29,560 --> 00:04:34,280 obviously it's going to apply the same 94 00:04:31,520 --> 00:04:36,880 effect. Let's duplicate it and let's 95 00:04:34,280 --> 00:04:40,400 call it setting base modifier. Now, 96 00:04:36,880 --> 00:04:43,040 don't forget to reset the location to 97 00:04:40,400 --> 00:04:45,720 zero. And here what we have is the 98 00:04:43,040 --> 00:04:49,800 translation that must change. So, that's 99 00:04:45,720 --> 00:04:52,840 why I'm going to make nodes specific to 100 00:04:49,800 --> 00:04:56,000 each elements. So, we have much more 101 00:04:52,840 --> 00:04:58,720 control on each element. So, here find 102 00:04:56,000 --> 00:05:02,680 the new translation. Zero is not good. 103 00:04:58,720 --> 00:05:05,240 0.2, 0.15, 0.175. 104 00:05:02,680 --> 00:05:07,880 So, these are the bases for the setting. 105 00:05:05,240 --> 00:05:11,440 Now, what we need is a belt. So, let's 106 00:05:07,880 --> 00:05:14,120 go back to layout, front view, add mesh 107 00:05:11,440 --> 00:05:18,320 plane, center it on Y. Let's go to edit 108 00:05:14,120 --> 00:05:20,960 mode, merge at center, and let's start 109 00:05:18,320 --> 00:05:23,680 designing the belt. So, we're going to 110 00:05:20,960 --> 00:05:25,720 give the belt a nice little design. 111 00:05:23,680 --> 00:05:27,560 Here, let's close it here. Call it 112 00:05:25,720 --> 00:05:30,440 setting belt. Now, let's go to 113 00:05:27,560 --> 00:05:34,480 modifiers, add modifier screw. Let's do 114 00:05:30,440 --> 00:05:36,960 control A rotation. Now, do a shift S, 115 00:05:34,480 --> 00:05:40,760 cursor to selected, go to the view, 116 00:05:36,960 --> 00:05:44,480 location on X at zero. Let's make object 117 00:05:40,760 --> 00:05:47,480 set origin to 3D cursor, right there. 118 00:05:44,480 --> 00:05:51,000 So, it goes around the stone. Now, add 119 00:05:47,480 --> 00:05:53,560 modifier generate subdivision surface. 120 00:05:51,000 --> 00:05:56,200 So, if you want, you can reverse the 121 00:05:53,560 --> 00:05:58,400 steps to something lower. 122 00:05:56,200 --> 00:05:59,280 And also something important, you need 123 00:05:58,400 --> 00:06:02,960 to 124 00:05:59,280 --> 00:06:07,040 recalculate the order of the normals. 125 00:06:02,960 --> 00:06:10,440 And so we get the perfect nice surface 126 00:06:07,040 --> 00:06:13,560 and shape for the belt. 127 00:06:10,440 --> 00:06:16,560 Great. Now, let's go to geometry nodes, 128 00:06:13,560 --> 00:06:19,720 add a new one, do the same setting base 129 00:06:16,560 --> 00:06:23,680 multiplier, but duplicate it and call 130 00:06:19,720 --> 00:06:26,120 this setting belt multiplier. Now, 131 00:06:23,680 --> 00:06:28,800 obviously, if you take a look at your 132 00:06:26,120 --> 00:06:31,280 list of geometry nodes, you'll see all 133 00:06:28,800 --> 00:06:34,160 the useless ones. You can simply go to 134 00:06:31,280 --> 00:06:36,919 file, clean up recursive unused data 135 00:06:34,160 --> 00:06:40,320 blocks. There you go, and you're only 136 00:06:36,919 --> 00:06:44,480 left with the ones in use. So, here for 137 00:06:40,320 --> 00:06:47,040 the belt, set the location to zero and 138 00:06:44,480 --> 00:06:50,600 adapt the translation. So, obviously, 139 00:06:47,040 --> 00:06:53,120 here it's very important that you don't 140 00:06:50,600 --> 00:06:56,560 touch the gemstone. So, you 141 00:06:53,120 --> 00:06:58,600 you must find quite the exact location. 142 00:06:56,560 --> 00:07:02,040 Something here, we're not touching the 143 00:06:58,600 --> 00:07:05,200 gemstone. Now, we need prongs. Let's go 144 00:07:02,040 --> 00:07:07,720 to layout. So, here any boring jeweler 145 00:07:05,200 --> 00:07:09,840 will create a prong, make mirrors, and 146 00:07:07,720 --> 00:07:12,200 put four prongs per setting. That's 147 00:07:09,840 --> 00:07:13,880 super boring. Everyone has seen that, 148 00:07:12,200 --> 00:07:15,760 and that's not what I'm going to do 149 00:07:13,880 --> 00:07:18,840 because we are here to make something 150 00:07:15,760 --> 00:07:21,440 new. So, top view, add curve, Bezier 151 00:07:18,840 --> 00:07:23,760 curve, center it here. Let's go to edit 152 00:07:21,440 --> 00:07:26,600 mode. So, we have this. Let's start 153 00:07:23,760 --> 00:07:29,040 designing something, and I want the 154 00:07:26,600 --> 00:07:33,040 settings to be in contact. So, we're 155 00:07:29,040 --> 00:07:36,640 going to use the prongs to make 156 00:07:33,040 --> 00:07:39,800 everything we need, the contact and 157 00:07:36,640 --> 00:07:44,000 setting the gemstones, obviously. Before 158 00:07:39,800 --> 00:07:47,040 going further, let's go resolution 45. 159 00:07:44,000 --> 00:07:48,200 Now, geometry, bevel round, depth at 160 00:07:47,040 --> 00:07:51,000 least 161 00:07:48,200 --> 00:07:53,640 3. Fill caps. Now, let's adapt the 162 00:07:51,000 --> 00:07:55,440 radius to the base. Here will be fine. 163 00:07:53,640 --> 00:07:58,840 Also important the resolution. Let's go 164 00:07:55,440 --> 00:08:02,200 at 21 on the round bevel right there. 165 00:07:58,840 --> 00:08:05,560 And what I want is the prong to start 166 00:08:02,200 --> 00:08:08,160 from the base, go around there in a nice 167 00:08:05,560 --> 00:08:11,360 spiral connecting the elements, and 168 00:08:08,160 --> 00:08:13,760 obviously getting to the gemstone. We 169 00:08:11,360 --> 00:08:16,520 are going to need subdivision. Select 170 00:08:13,760 --> 00:08:20,400 everything. Subdivide right there. Now, 171 00:08:16,520 --> 00:08:23,760 for the head of the prong, let's extrude 172 00:08:20,400 --> 00:08:27,200 right there, like this. Let's rotate. 173 00:08:23,760 --> 00:08:29,840 Let's come back in. Now, let's adapt the 174 00:08:27,200 --> 00:08:31,960 lengths here. Just need to find a nice 175 00:08:29,840 --> 00:08:35,840 position, and you're going to have a 176 00:08:31,960 --> 00:08:39,640 nicer round head. So, out of edit mode, 177 00:08:35,840 --> 00:08:42,919 this is prong style one. Now, don't 178 00:08:39,640 --> 00:08:45,960 forget to reset the position to zero. 179 00:08:42,919 --> 00:08:49,280 Let's go to geometry nodes, new nodes. 180 00:08:45,960 --> 00:08:51,960 Now, here we are going to need a bit of 181 00:08:49,280 --> 00:08:54,280 tweaking because the orientations are 182 00:08:51,960 --> 00:08:57,360 different. So, let's duplicate the 183 00:08:54,280 --> 00:09:01,800 nodes. These are prongs 184 00:08:57,360 --> 00:09:04,400 style one multiplier right there. So, 185 00:09:01,800 --> 00:09:06,640 let's start working on this orientation. 186 00:09:04,400 --> 00:09:09,400 Let's have a go at another set of 187 00:09:06,640 --> 00:09:11,760 rotation. Let's go 90 90 right there. 188 00:09:09,400 --> 00:09:13,880 So, now what we need, the orientation is 189 00:09:11,760 --> 00:09:16,560 correct, but the position is not. So, we 190 00:09:13,880 --> 00:09:20,480 need to translate this and find the 191 00:09:16,560 --> 00:09:22,839 exact location for these prongs. So, 192 00:09:20,480 --> 00:09:24,960 it's fairly easy because we know that 193 00:09:22,839 --> 00:09:28,960 they must be in the base right there. 194 00:09:24,960 --> 00:09:32,360 Okay, and this is quite nice. So, we 195 00:09:28,960 --> 00:09:35,680 have one style of prongs connecting the 196 00:09:32,360 --> 00:09:37,600 settings, but we need more prongs. Let's 197 00:09:35,680 --> 00:09:41,560 start working on that. So, what we can 198 00:09:37,600 --> 00:09:44,360 do right here is copy these nodes right 199 00:09:41,560 --> 00:09:47,600 there. Now, the points are the same, the 200 00:09:44,360 --> 00:09:50,240 geometry instances are the same. Now, we 201 00:09:47,600 --> 00:09:53,120 need to join geometry, so we need to add 202 00:09:50,240 --> 00:09:55,480 geometry join geometry node. Let's put 203 00:09:53,120 --> 00:09:57,800 it here. We're going to add this. So, 204 00:09:55,480 --> 00:10:01,000 obviously, the rotation here, for 205 00:09:57,800 --> 00:10:03,840 instance, is the same, so it goes there, 206 00:10:01,000 --> 00:10:08,840 and I'm exactly in the same position for 207 00:10:03,840 --> 00:10:12,400 now. So, what we want is to rotate 180° 208 00:10:08,840 --> 00:10:15,360 on the Z axis, and we have the flipped 209 00:10:12,400 --> 00:10:18,080 prongs on the other side, creating a 210 00:10:15,360 --> 00:10:21,080 very interesting undulating design for 211 00:10:18,080 --> 00:10:23,080 our eternity band. All right, this is 212 00:10:21,080 --> 00:10:26,000 pretty nice, but we still want more 213 00:10:23,080 --> 00:10:30,560 prongs. Let's go back to layout, and 214 00:10:26,000 --> 00:10:34,320 let's add a new bezier curve. Set it to 215 00:10:30,560 --> 00:10:37,760 zero, and let's start editing here. 216 00:10:34,320 --> 00:10:43,400 Resolution, same configuration, 45, 217 00:10:37,760 --> 00:10:45,800 depth 0.3, resolution 21, fill caps, and 218 00:10:43,400 --> 00:10:48,320 let's start designing. So, here the 219 00:10:45,800 --> 00:10:50,839 progression, 0.75, 220 00:10:48,320 --> 00:10:54,720 a different prong, because like I said, 221 00:10:50,839 --> 00:10:58,640 stop using the same things over and over 222 00:10:54,720 --> 00:11:02,080 again. Your work in this life is to 223 00:10:58,640 --> 00:11:04,400 create something new, something 224 00:11:02,080 --> 00:11:06,560 interesting. And obviously, you need to 225 00:11:04,400 --> 00:11:07,680 work. Obviously, you need to make an 226 00:11:06,560 --> 00:11:10,640 effort. 227 00:11:07,680 --> 00:11:11,800 Let's go out of edit mode. Let's call 228 00:11:10,640 --> 00:11:13,440 this 229 00:11:11,800 --> 00:11:14,800 prong 230 00:11:13,440 --> 00:11:17,960 style 231 00:11:14,800 --> 00:11:19,920 two. Now, let's go to geometry nodes, 232 00:11:17,960 --> 00:11:22,800 new, use the same prong style one 233 00:11:19,920 --> 00:11:25,920 multiplier, duplicate it, call it style 234 00:11:22,800 --> 00:11:28,960 number two. Now, it's all about the 235 00:11:25,920 --> 00:11:33,440 translation here. Must be adapted for 236 00:11:28,960 --> 00:11:36,640 this second style of prong. It'll 0.55. 237 00:11:33,440 --> 00:11:39,360 So, here don't forget to adapt the other 238 00:11:36,640 --> 00:11:43,120 translation. 239 00:11:39,360 --> 00:11:45,640 That's a bit too low. 0.8. 240 00:11:43,120 --> 00:11:48,320 It's right there. 0.8. 241 00:11:45,640 --> 00:11:50,920 Don't forget to save and take a look at 242 00:11:48,320 --> 00:11:54,640 your design. And obviously, the great 243 00:11:50,920 --> 00:11:58,600 benefit is that we can adapt the design 244 00:11:54,640 --> 00:12:00,920 to a specific size. Let me show you. So, 245 00:11:58,600 --> 00:12:04,520 these three nodes here, you know that 246 00:12:00,920 --> 00:12:07,120 they repeat across all the nodes for all 247 00:12:04,520 --> 00:12:10,000 the elements. So, here what we can do, 248 00:12:07,120 --> 00:12:12,880 make a group. Tab to go out of the 249 00:12:10,000 --> 00:12:15,840 group. Now, this group we can call it 250 00:12:12,880 --> 00:12:19,520 size and multiply. So, here now what we 251 00:12:15,840 --> 00:12:24,040 can do is add group, the size and 252 00:12:19,520 --> 00:12:28,040 multiply group, and we can go directly 253 00:12:24,040 --> 00:12:30,440 here. And now you can erase these nodes 254 00:12:28,040 --> 00:12:32,480 everywhere, also for the belts. So, 255 00:12:30,440 --> 00:12:35,320 let's go add group, 256 00:12:32,480 --> 00:12:37,680 size and multiply right here. 257 00:12:35,320 --> 00:12:39,200 Plug it right there. Now, for this 258 00:12:37,680 --> 00:12:40,400 style, 259 00:12:39,200 --> 00:12:43,680 add 260 00:12:40,400 --> 00:12:47,839 group size and multiply. Now, also on 261 00:12:43,680 --> 00:12:50,760 the base, add group size and multiply 262 00:12:47,839 --> 00:12:52,920 group. You can plug it right there, and 263 00:12:50,760 --> 00:12:56,560 you can erase that. So, now what's the 264 00:12:52,920 --> 00:12:58,520 benefit of using these nodes? Well, we 265 00:12:56,560 --> 00:12:59,920 have this group. 266 00:12:58,520 --> 00:13:03,400 Now, let's go 267 00:12:59,920 --> 00:13:06,200 to the group using tab. So, here we have 268 00:13:03,400 --> 00:13:09,760 the amount of elements, and here we have 269 00:13:06,200 --> 00:13:12,360 the size of the ring. So, it means that 270 00:13:09,760 --> 00:13:15,200 you can create an eternity band of any 271 00:13:12,360 --> 00:13:17,440 size you wish. Let me demonstrate. This 272 00:13:15,200 --> 00:13:20,360 is the size. Now, we just need to find 273 00:13:17,440 --> 00:13:23,720 the amount of elements that fits this 274 00:13:20,360 --> 00:13:28,160 specific size. And here we are. We have 275 00:13:23,720 --> 00:13:32,360 a much smaller eternity band generated 276 00:13:28,160 --> 00:13:35,280 with just two different values in our 277 00:13:32,360 --> 00:13:38,480 geometry nodes. So, as many times 278 00:13:35,280 --> 00:13:42,000 before, what I explain today is very 279 00:13:38,480 --> 00:13:45,000 basic. We have used very basic geometry 280 00:13:42,000 --> 00:13:47,680 nodes. There's nothing very fancy or 281 00:13:45,000 --> 00:13:51,160 very complex about the nodes that I 282 00:13:47,680 --> 00:13:54,400 explained today. But, the resulting tool 283 00:13:51,160 --> 00:13:57,360 that we have now is very powerful, and 284 00:13:54,400 --> 00:14:00,080 that's very symbolic of my tutorials and 285 00:13:57,360 --> 00:14:02,920 my channel. I always use very basic 286 00:14:00,080 --> 00:14:05,720 things, but the way we apply them is 287 00:14:02,920 --> 00:14:08,440 very much adapted for jewelry design in 288 00:14:05,720 --> 00:14:11,520 Blender. Using very simple tools to 289 00:14:08,440 --> 00:14:14,360 create the maximum effect. You want a 290 00:14:11,520 --> 00:14:17,800 bigger eternity ring? Here we go. The 291 00:14:14,360 --> 00:14:21,040 diameter and the amount of elements. And 292 00:14:17,800 --> 00:14:23,640 obviously, if you edit the designs, you 293 00:14:21,040 --> 00:14:26,560 can very quickly create alternate 294 00:14:23,640 --> 00:14:30,080 eternity bands. This is great. We have a 295 00:14:26,560 --> 00:14:33,400 beautiful eternity band, and guess what? 296 00:14:30,080 --> 00:14:35,160 We want a render. So, let's get started. 297 00:14:33,400 --> 00:14:37,800 First, we need a floor. 298 00:14:35,160 --> 00:14:40,520 Add mesh plane. 299 00:14:37,800 --> 00:14:42,640 Here, and let's make it pretty big. Now, 300 00:14:40,520 --> 00:14:45,040 here I'll control zero for a point of 301 00:14:42,640 --> 00:14:50,160 view for the camera. I'm going to make a 302 00:14:45,040 --> 00:14:51,480 square resolution here. Now, environment 303 00:14:50,160 --> 00:14:55,000 texture 304 00:14:51,480 --> 00:14:57,560 open. I'm going to use a Canary Wharf 4K 305 00:14:55,000 --> 00:15:00,720 DR. You can find it on the internet. 306 00:14:57,560 --> 00:15:03,120 Now, let's go to shading. Material for 307 00:15:00,720 --> 00:15:07,160 the diamonds, new material. Here let's 308 00:15:03,120 --> 00:15:11,680 go to roughness zero, IOR 2.418, 309 00:15:07,160 --> 00:15:14,960 transmission weight one. Now, go and 310 00:15:11,680 --> 00:15:16,280 search faceted diamond 311 00:15:14,960 --> 00:15:17,880 images. 312 00:15:16,280 --> 00:15:20,760 Find a picture with a nice set of 313 00:15:17,880 --> 00:15:23,880 dispersion colors, like this one. Save 314 00:15:20,760 --> 00:15:27,560 the image and go back to Blender. Now go 315 00:15:23,880 --> 00:15:31,040 to add texture image texture plug to 316 00:15:27,560 --> 00:15:35,960 color search for your image right there. 317 00:15:31,040 --> 00:15:40,480 Go to box cubic blend one. Now add input 318 00:15:35,960 --> 00:15:44,360 texture coordinates generated to vector 319 00:15:40,480 --> 00:15:46,200 add vector mapping right here. Now to 320 00:15:44,360 --> 00:15:50,320 see clearly the fake dispersion that 321 00:15:46,200 --> 00:15:53,520 we're making now go to world add color 322 00:15:50,320 --> 00:15:57,560 HSV remove the saturation from the 323 00:15:53,520 --> 00:16:01,520 environment go back to object here add 324 00:15:57,560 --> 00:16:04,800 color HSV here for the color raise the 325 00:16:01,520 --> 00:16:08,200 saturation and start tweaking. Now we 326 00:16:04,800 --> 00:16:11,440 need white gold select the prong new 327 00:16:08,200 --> 00:16:15,200 white gold metallic one roughness point 328 00:16:11,440 --> 00:16:19,680 of five add texture for an eye texture 329 00:16:15,200 --> 00:16:23,080 look color to normal add vector bump 330 00:16:19,680 --> 00:16:27,040 here plug to height add input texture 331 00:16:23,080 --> 00:16:31,600 coordinates generated to vector add 332 00:16:27,040 --> 00:16:34,160 vector mapping here. Now go to F1 smooth 333 00:16:31,600 --> 00:16:38,080 for the type and now it's all about 334 00:16:34,160 --> 00:16:41,839 tweaking the scale and the strength make 335 00:16:38,080 --> 00:16:44,080 a very slight bump or your metal. Now 336 00:16:41,839 --> 00:16:47,080 select all the other elements that will 337 00:16:44,080 --> 00:16:48,640 receive white gold go to object link and 338 00:16:47,080 --> 00:16:51,760 transfer 339 00:16:48,640 --> 00:16:54,800 materials go back to render preview 340 00:16:51,760 --> 00:16:59,240 select the floor new material floor 341 00:16:54,800 --> 00:17:02,080 metallic one base color almost black 342 00:16:59,240 --> 00:17:05,800 point zero one roughness point three. 343 00:17:02,080 --> 00:17:09,000 Now let's add light point light move it 344 00:17:05,800 --> 00:17:10,959 somewhere there to the left side power 345 00:17:09,000 --> 00:17:15,680 8500 346 00:17:10,959 --> 00:17:18,600 use nodes 320 radius size three. Now 347 00:17:15,680 --> 00:17:21,839 it's time to tweak our render settings. 348 00:17:18,600 --> 00:17:25,040 Samples, let's go at 600. Denoise, let's 349 00:17:21,839 --> 00:17:27,079 go to open image. Accurate. Double-check 350 00:17:25,040 --> 00:17:30,160 that you're using the new AGX color 351 00:17:27,079 --> 00:17:32,880 management. Performance, depending on 352 00:17:30,160 --> 00:17:34,440 your hardware. We're ready 353 00:17:32,880 --> 00:17:37,920 to render. 354 00:17:34,440 --> 00:17:42,160 F12, the happy moment, and watch the 355 00:17:37,920 --> 00:17:45,600 magic unfold before your eyes. 356 00:17:42,160 --> 00:17:48,160 Don't forget to save the image. Save. 357 00:17:45,600 --> 00:17:51,800 RGB, we have no alpha, compression zero, 358 00:17:48,160 --> 00:17:56,120 if you want the best quality. Eternity 359 00:17:51,800 --> 00:17:58,280 band, render one. Save as image. All 360 00:17:56,120 --> 00:18:00,960 right, this is the end of this tutorial. 361 00:17:58,280 --> 00:18:03,840 I hope you enjoyed it. Take care. See 362 00:18:00,960 --> 00:18:03,840 you soon.27029

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