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Hello, dear channel. This is 2024. My
name is Damian Worlbah. Welcome to
Blender 4.1. The jewelry series
continues.
Let's start and add a mesh circle radius
17.3 divided by two. That's a size seven
American. Let's go to your favorite
gemstone collection and append a
diamond.
Make the diamond 2.5 mm. Copy paste the
scale. Move it here. Now, let's go to
geometry nodes. Join this window. We
won't need it today. On the diamond,
create a new set of geometry nodes right
here. Now, let's go to add mesh
primitives mesh circle here. Now, let's
go to add input
constant value. Now, plug the value to
the radius of the circle. Now, go to add
utilities math math. Plug it here in the
middle. We're going to divide the value
by two because the value is going to be
the finger size diameters, which is in
this case a size seven American 17.3,
and it must be divided by two to get the
radius. Now, we need some instances.
Let's go to add instances instances on
points. Plug it here. Now, the diamonds,
which is the geometry, is going to be
the instance here and not the points.
And the mesh circle is going to give the
points here. Don't forget to set the
location to zero, and don't forget to
apply the scale. This is obviously just
the beginning. Now, let's start making
some rotations. Let's go to add
instances rotate instances. Plug it
here. We're not going to do it in the
local space. We're going to do it in
global space. So, remove this check
right there and rotate 90° here in order
to rotate all the diamonds.
And also because the tradition is to
have the ring standing like this. Now,
obviously the diamonds are not in the
correct directions. They must face to
the center of the ring. To do that,
let's start to add geometry read the
normal right there. Plug it to the
rotation of the instances right there.
That's pretty nice, but that's not what
we want. Now, let's go to add utilities
rotation align Euler to vector. Plug it
here. The normal is going to be the
vector.
There. Now, we're back to the same wrong
position, but now go to add utilities
rotation rotate Euler plug it here. This
time is going to be local. Let's go to
90° on Y. The orientation is now correct
to the center of the ring. Now, we still
want to tweak the position of the
gemstones and the amount of the
gemstones. Let's go to add instances
translate instances. You can put it
here. Go to the front view and we have
the finger size reference right here.
So, obviously the gemstones must be
higher than the finger size. So, we need
to translate on the Z axis. Let's go at
1.4 by example and now you can tweak the
amount of vertices of the circle, which
makes the amount of gemstones. I will be
fine at 24.
So, now that we have this, I'm going to
start building the design of the ring by
elements. Let's go back to layout. Let's
go to top view. Now, let's go to add
mesh torus. Let's go at 60 30 to have a
nice resolution. Major radius 0.9 or
whatever works for you and minor radius
0.35 or whatever works for you. First,
I'm going to make the design in
position. So, this is the base of the
setting. Must be here. Don't forget
object smooth. Okay, so scale it and all
as needed. Don't forget to reset the
scale at first. Okay, let's call this
setting base. So, now let's go back to
geometry nodes. Okay, here we don't need
new nodes, but let's create new ones and
let's apply the one we did earlier. So,
obviously it's going to apply the same
effect. Let's duplicate it and let's
call it setting base modifier. Now,
don't forget to reset the location to
zero. And here what we have is the
translation that must change. So, that's
why I'm going to make nodes specific to
each elements. So, we have much more
control on each element. So, here find
the new translation. Zero is not good.
0.2, 0.15, 0.175.
So, these are the bases for the setting.
Now, what we need is a belt. So, let's
go back to layout, front view, add mesh
plane, center it on Y. Let's go to edit
mode, merge at center, and let's start
designing the belt. So, we're going to
give the belt a nice little design.
Here, let's close it here. Call it
setting belt. Now, let's go to
modifiers, add modifier screw. Let's do
control A rotation. Now, do a shift S,
cursor to selected, go to the view,
location on X at zero. Let's make object
set origin to 3D cursor, right there.
So, it goes around the stone. Now, add
modifier generate subdivision surface.
So, if you want, you can reverse the
steps to something lower.
And also something important, you need
to
recalculate the order of the normals.
And so we get the perfect nice surface
and shape for the belt.
Great. Now, let's go to geometry nodes,
add a new one, do the same setting base
multiplier, but duplicate it and call
this setting belt multiplier. Now,
obviously, if you take a look at your
list of geometry nodes, you'll see all
the useless ones. You can simply go to
file, clean up recursive unused data
blocks. There you go, and you're only
left with the ones in use. So, here for
the belt, set the location to zero and
adapt the translation. So, obviously,
here it's very important that you don't
touch the gemstone. So, you
you must find quite the exact location.
Something here, we're not touching the
gemstone. Now, we need prongs. Let's go
to layout. So, here any boring jeweler
will create a prong, make mirrors, and
put four prongs per setting. That's
super boring. Everyone has seen that,
and that's not what I'm going to do
because we are here to make something
new. So, top view, add curve, Bezier
curve, center it here. Let's go to edit
mode. So, we have this. Let's start
designing something, and I want the
settings to be in contact. So, we're
going to use the prongs to make
everything we need, the contact and
setting the gemstones, obviously. Before
going further, let's go resolution 45.
Now, geometry, bevel round, depth at
least
3. Fill caps. Now, let's adapt the
radius to the base. Here will be fine.
Also important the resolution. Let's go
at 21 on the round bevel right there.
And what I want is the prong to start
from the base, go around there in a nice
spiral connecting the elements, and
obviously getting to the gemstone. We
are going to need subdivision. Select
everything. Subdivide right there. Now,
for the head of the prong, let's extrude
right there, like this. Let's rotate.
Let's come back in. Now, let's adapt the
lengths here. Just need to find a nice
position, and you're going to have a
nicer round head. So, out of edit mode,
this is prong style one. Now, don't
forget to reset the position to zero.
Let's go to geometry nodes, new nodes.
Now, here we are going to need a bit of
tweaking because the orientations are
different. So, let's duplicate the
nodes. These are prongs
style one multiplier right there. So,
let's start working on this orientation.
Let's have a go at another set of
rotation. Let's go 90 90 right there.
So, now what we need, the orientation is
correct, but the position is not. So, we
need to translate this and find the
exact location for these prongs. So,
it's fairly easy because we know that
they must be in the base right there.
Okay, and this is quite nice. So, we
have one style of prongs connecting the
settings, but we need more prongs. Let's
start working on that. So, what we can
do right here is copy these nodes right
there. Now, the points are the same, the
geometry instances are the same. Now, we
need to join geometry, so we need to add
geometry join geometry node. Let's put
it here. We're going to add this. So,
obviously, the rotation here, for
instance, is the same, so it goes there,
and I'm exactly in the same position for
now. So, what we want is to rotate 180°
on the Z axis, and we have the flipped
prongs on the other side, creating a
very interesting undulating design for
our eternity band. All right, this is
pretty nice, but we still want more
prongs. Let's go back to layout, and
let's add a new bezier curve. Set it to
zero, and let's start editing here.
Resolution, same configuration, 45,
depth 0.3, resolution 21, fill caps, and
let's start designing. So, here the
progression, 0.75,
a different prong, because like I said,
stop using the same things over and over
again. Your work in this life is to
create something new, something
interesting. And obviously, you need to
work. Obviously, you need to make an
effort.
Let's go out of edit mode. Let's call
this
prong
style
two. Now, let's go to geometry nodes,
new, use the same prong style one
multiplier, duplicate it, call it style
number two. Now, it's all about the
translation here. Must be adapted for
this second style of prong. It'll 0.55.
So, here don't forget to adapt the other
translation.
That's a bit too low. 0.8.
It's right there. 0.8.
Don't forget to save and take a look at
your design. And obviously, the great
benefit is that we can adapt the design
to a specific size. Let me show you. So,
these three nodes here, you know that
they repeat across all the nodes for all
the elements. So, here what we can do,
make a group. Tab to go out of the
group. Now, this group we can call it
size and multiply. So, here now what we
can do is add group, the size and
multiply group, and we can go directly
here. And now you can erase these nodes
everywhere, also for the belts. So,
let's go add group,
size and multiply right here.
Plug it right there. Now, for this
style,
add
group size and multiply. Now, also on
the base, add group size and multiply
group. You can plug it right there, and
you can erase that. So, now what's the
benefit of using these nodes? Well, we
have this group.
Now, let's go
to the group using tab. So, here we have
the amount of elements, and here we have
the size of the ring. So, it means that
you can create an eternity band of any
size you wish. Let me demonstrate. This
is the size. Now, we just need to find
the amount of elements that fits this
specific size. And here we are. We have
a much smaller eternity band generated
with just two different values in our
geometry nodes. So, as many times
before, what I explain today is very
basic. We have used very basic geometry
nodes. There's nothing very fancy or
very complex about the nodes that I
explained today. But, the resulting tool
that we have now is very powerful, and
that's very symbolic of my tutorials and
my channel. I always use very basic
things, but the way we apply them is
very much adapted for jewelry design in
Blender. Using very simple tools to
create the maximum effect. You want a
bigger eternity ring? Here we go. The
diameter and the amount of elements. And
obviously, if you edit the designs, you
can very quickly create alternate
eternity bands. This is great. We have a
beautiful eternity band, and guess what?
We want a render. So, let's get started.
First, we need a floor.
Add mesh plane.
Here, and let's make it pretty big. Now,
here I'll control zero for a point of
view for the camera. I'm going to make a
square resolution here. Now, environment
texture
open. I'm going to use a Canary Wharf 4K
DR. You can find it on the internet.
Now, let's go to shading. Material for
the diamonds, new material. Here let's
go to roughness zero, IOR 2.418,
transmission weight one. Now, go and
search faceted diamond
images.
Find a picture with a nice set of
dispersion colors, like this one. Save
the image and go back to Blender. Now go
to add texture image texture plug to
color search for your image right there.
Go to box cubic blend one. Now add input
texture coordinates generated to vector
add vector mapping right here. Now to
see clearly the fake dispersion that
we're making now go to world add color
HSV remove the saturation from the
environment go back to object here add
color HSV here for the color raise the
saturation and start tweaking. Now we
need white gold select the prong new
white gold metallic one roughness point
of five add texture for an eye texture
look color to normal add vector bump
here plug to height add input texture
coordinates generated to vector add
vector mapping here. Now go to F1 smooth
for the type and now it's all about
tweaking the scale and the strength make
a very slight bump or your metal. Now
select all the other elements that will
receive white gold go to object link and
transfer
materials go back to render preview
select the floor new material floor
metallic one base color almost black
point zero one roughness point three.
Now let's add light point light move it
somewhere there to the left side power
8500
use nodes 320 radius size three. Now
it's time to tweak our render settings.
Samples, let's go at 600. Denoise, let's
go to open image. Accurate. Double-check
that you're using the new AGX color
management. Performance, depending on
your hardware. We're ready
to render.
F12, the happy moment, and watch the
magic unfold before your eyes.
Don't forget to save the image. Save.
RGB, we have no alpha, compression zero,
if you want the best quality. Eternity
band, render one. Save as image. All
right, this is the end of this tutorial.
I hope you enjoyed it. Take care. See
you soon.
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