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Hello, dear channel. This is 2024. My
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name is Damian Worlbah. Welcome to
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Blender 4.1. The jewelry series
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continues.
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Let's start and add a mesh circle radius
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17.3 divided by two. That's a size seven
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American. Let's go to your favorite
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gemstone collection and append a
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diamond.
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Make the diamond 2.5 mm. Copy paste the
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scale. Move it here. Now, let's go to
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geometry nodes. Join this window. We
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won't need it today. On the diamond,
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create a new set of geometry nodes right
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here. Now, let's go to add mesh
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primitives mesh circle here. Now, let's
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go to add input
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constant value. Now, plug the value to
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the radius of the circle. Now, go to add
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utilities math math. Plug it here in the
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middle. We're going to divide the value
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by two because the value is going to be
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the finger size diameters, which is in
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this case a size seven American 17.3,
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and it must be divided by two to get the
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radius. Now, we need some instances.
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Let's go to add instances instances on
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points. Plug it here. Now, the diamonds,
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which is the geometry, is going to be
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the instance here and not the points.
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And the mesh circle is going to give the
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points here. Don't forget to set the
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location to zero, and don't forget to
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apply the scale. This is obviously just
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the beginning. Now, let's start making
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some rotations. Let's go to add
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instances rotate instances. Plug it
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here. We're not going to do it in the
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local space. We're going to do it in
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global space. So, remove this check
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right there and rotate 90° here in order
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to rotate all the diamonds.
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And also because the tradition is to
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have the ring standing like this. Now,
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obviously the diamonds are not in the
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correct directions. They must face to
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the center of the ring. To do that,
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let's start to add geometry read the
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normal right there. Plug it to the
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rotation of the instances right there.
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That's pretty nice, but that's not what
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we want. Now, let's go to add utilities
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rotation align Euler to vector. Plug it
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here. The normal is going to be the
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vector.
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There. Now, we're back to the same wrong
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position, but now go to add utilities
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rotation rotate Euler plug it here. This
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time is going to be local. Let's go to
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90° on Y. The orientation is now correct
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to the center of the ring. Now, we still
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want to tweak the position of the
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gemstones and the amount of the
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gemstones. Let's go to add instances
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translate instances. You can put it
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here. Go to the front view and we have
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the finger size reference right here.
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So, obviously the gemstones must be
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higher than the finger size. So, we need
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to translate on the Z axis. Let's go at
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1.4 by example and now you can tweak the
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amount of vertices of the circle, which
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makes the amount of gemstones. I will be
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fine at 24.
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So, now that we have this, I'm going to
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start building the design of the ring by
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elements. Let's go back to layout. Let's
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go to top view. Now, let's go to add
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mesh torus. Let's go at 60 30 to have a
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nice resolution. Major radius 0.9 or
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whatever works for you and minor radius
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0.35 or whatever works for you. First,
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I'm going to make the design in
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position. So, this is the base of the
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setting. Must be here. Don't forget
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object smooth. Okay, so scale it and all
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as needed. Don't forget to reset the
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scale at first. Okay, let's call this
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setting base. So, now let's go back to
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geometry nodes. Okay, here we don't need
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new nodes, but let's create new ones and
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let's apply the one we did earlier. So,
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obviously it's going to apply the same
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effect. Let's duplicate it and let's
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call it setting base modifier. Now,
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don't forget to reset the location to
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zero. And here what we have is the
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translation that must change. So, that's
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why I'm going to make nodes specific to
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each elements. So, we have much more
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control on each element. So, here find
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the new translation. Zero is not good.
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0.2, 0.15, 0.175.
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So, these are the bases for the setting.
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Now, what we need is a belt. So, let's
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go back to layout, front view, add mesh
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plane, center it on Y. Let's go to edit
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mode, merge at center, and let's start
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designing the belt. So, we're going to
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give the belt a nice little design.
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Here, let's close it here. Call it
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setting belt. Now, let's go to
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modifiers, add modifier screw. Let's do
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control A rotation. Now, do a shift S,
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cursor to selected, go to the view,
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location on X at zero. Let's make object
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set origin to 3D cursor, right there.
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So, it goes around the stone. Now, add
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modifier generate subdivision surface.
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So, if you want, you can reverse the
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steps to something lower.
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And also something important, you need
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to
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recalculate the order of the normals.
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And so we get the perfect nice surface
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and shape for the belt.
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Great. Now, let's go to geometry nodes,
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add a new one, do the same setting base
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multiplier, but duplicate it and call
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this setting belt multiplier. Now,
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obviously, if you take a look at your
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list of geometry nodes, you'll see all
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the useless ones. You can simply go to
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file, clean up recursive unused data
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blocks. There you go, and you're only
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left with the ones in use. So, here for
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the belt, set the location to zero and
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adapt the translation. So, obviously,
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here it's very important that you don't
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touch the gemstone. So, you
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you must find quite the exact location.
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Something here, we're not touching the
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gemstone. Now, we need prongs. Let's go
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to layout. So, here any boring jeweler
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will create a prong, make mirrors, and
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put four prongs per setting. That's
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super boring. Everyone has seen that,
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and that's not what I'm going to do
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because we are here to make something
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new. So, top view, add curve, Bezier
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curve, center it here. Let's go to edit
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mode. So, we have this. Let's start
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designing something, and I want the
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settings to be in contact. So, we're
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going to use the prongs to make
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everything we need, the contact and
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setting the gemstones, obviously. Before
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going further, let's go resolution 45.
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Now, geometry, bevel round, depth at
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least
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3. Fill caps. Now, let's adapt the
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radius to the base. Here will be fine.
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Also important the resolution. Let's go
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at 21 on the round bevel right there.
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And what I want is the prong to start
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from the base, go around there in a nice
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spiral connecting the elements, and
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obviously getting to the gemstone. We
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are going to need subdivision. Select
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everything. Subdivide right there. Now,
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for the head of the prong, let's extrude
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right there, like this. Let's rotate.
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Let's come back in. Now, let's adapt the
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lengths here. Just need to find a nice
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position, and you're going to have a
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nicer round head. So, out of edit mode,
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this is prong style one. Now, don't
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forget to reset the position to zero.
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Let's go to geometry nodes, new nodes.
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Now, here we are going to need a bit of
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tweaking because the orientations are
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different. So, let's duplicate the
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nodes. These are prongs
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style one multiplier right there. So,
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let's start working on this orientation.
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Let's have a go at another set of
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rotation. Let's go 90 90 right there.
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So, now what we need, the orientation is
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correct, but the position is not. So, we
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need to translate this and find the
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exact location for these prongs. So,
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it's fairly easy because we know that
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they must be in the base right there.
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Okay, and this is quite nice. So, we
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have one style of prongs connecting the
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settings, but we need more prongs. Let's
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start working on that. So, what we can
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do right here is copy these nodes right
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there. Now, the points are the same, the
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geometry instances are the same. Now, we
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need to join geometry, so we need to add
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geometry join geometry node. Let's put
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it here. We're going to add this. So,
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obviously, the rotation here, for
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instance, is the same, so it goes there,
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and I'm exactly in the same position for
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now. So, what we want is to rotate 180°
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on the Z axis, and we have the flipped
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prongs on the other side, creating a
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very interesting undulating design for
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our eternity band. All right, this is
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pretty nice, but we still want more
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prongs. Let's go back to layout, and
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let's add a new bezier curve. Set it to
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zero, and let's start editing here.
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Resolution, same configuration, 45,
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depth 0.3, resolution 21, fill caps, and
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let's start designing. So, here the
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progression, 0.75,
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a different prong, because like I said,
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stop using the same things over and over
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again. Your work in this life is to
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create something new, something
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interesting. And obviously, you need to
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work. Obviously, you need to make an
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effort.
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Let's go out of edit mode. Let's call
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this
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prong
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style
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two. Now, let's go to geometry nodes,
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new, use the same prong style one
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multiplier, duplicate it, call it style
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number two. Now, it's all about the
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translation here. Must be adapted for
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this second style of prong. It'll 0.55.
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So, here don't forget to adapt the other
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translation.
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That's a bit too low. 0.8.
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It's right there. 0.8.
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Don't forget to save and take a look at
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your design. And obviously, the great
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benefit is that we can adapt the design
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to a specific size. Let me show you. So,
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these three nodes here, you know that
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they repeat across all the nodes for all
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the elements. So, here what we can do,
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make a group. Tab to go out of the
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group. Now, this group we can call it
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size and multiply. So, here now what we
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can do is add group, the size and
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multiply group, and we can go directly
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here. And now you can erase these nodes
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everywhere, also for the belts. So,
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let's go add group,
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size and multiply right here.
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Plug it right there. Now, for this
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style,
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add
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group size and multiply. Now, also on
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the base, add group size and multiply
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group. You can plug it right there, and
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you can erase that. So, now what's the
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benefit of using these nodes? Well, we
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have this group.
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Now, let's go
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to the group using tab. So, here we have
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the amount of elements, and here we have
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the size of the ring. So, it means that
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you can create an eternity band of any
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size you wish. Let me demonstrate. This
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is the size. Now, we just need to find
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the amount of elements that fits this
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specific size. And here we are. We have
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a much smaller eternity band generated
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with just two different values in our
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geometry nodes. So, as many times
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before, what I explain today is very
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basic. We have used very basic geometry
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nodes. There's nothing very fancy or
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very complex about the nodes that I
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explained today. But, the resulting tool
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that we have now is very powerful, and
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that's very symbolic of my tutorials and
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my channel. I always use very basic
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things, but the way we apply them is
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very much adapted for jewelry design in
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Blender. Using very simple tools to
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create the maximum effect. You want a
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bigger eternity ring? Here we go. The
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diameter and the amount of elements. And
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obviously, if you edit the designs, you
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can very quickly create alternate
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eternity bands. This is great. We have a
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beautiful eternity band, and guess what?
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We want a render. So, let's get started.
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First, we need a floor.
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Add mesh plane.
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Here, and let's make it pretty big. Now,
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here I'll control zero for a point of
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view for the camera. I'm going to make a
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square resolution here. Now, environment
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texture
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open. I'm going to use a Canary Wharf 4K
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DR. You can find it on the internet.
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Now, let's go to shading. Material for
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the diamonds, new material. Here let's
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go to roughness zero, IOR 2.418,
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transmission weight one. Now, go and
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search faceted diamond
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images.
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Find a picture with a nice set of
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dispersion colors, like this one. Save
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the image and go back to Blender. Now go
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to add texture image texture plug to
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color search for your image right there.
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Go to box cubic blend one. Now add input
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texture coordinates generated to vector
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add vector mapping right here. Now to
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see clearly the fake dispersion that
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we're making now go to world add color
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HSV remove the saturation from the
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environment go back to object here add
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color HSV here for the color raise the
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saturation and start tweaking. Now we
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need white gold select the prong new
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white gold metallic one roughness point
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of five add texture for an eye texture
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look color to normal add vector bump
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here plug to height add input texture
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coordinates generated to vector add
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vector mapping here. Now go to F1 smooth
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for the type and now it's all about
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tweaking the scale and the strength make
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a very slight bump or your metal. Now
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select all the other elements that will
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receive white gold go to object link and
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transfer
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materials go back to render preview
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select the floor new material floor
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metallic one base color almost black
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point zero one roughness point three.
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Now let's add light point light move it
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somewhere there to the left side power
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8500
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use nodes 320 radius size three. Now
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it's time to tweak our render settings.
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Samples, let's go at 600. Denoise, let's
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go to open image. Accurate. Double-check
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that you're using the new AGX color
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management. Performance, depending on
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your hardware. We're ready
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to render.
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F12, the happy moment, and watch the
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magic unfold before your eyes.
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Don't forget to save the image. Save.
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RGB, we have no alpha, compression zero,
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if you want the best quality. Eternity
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band, render one. Save as image. All
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right, this is the end of this tutorial.
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I hope you enjoyed it. Take care. See
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you soon.27029
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