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Original subtitles

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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