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hopefully everyone can hear me uh really
excited to
uh talk to everyone today
um this is basically the first uh video
and a set of
um
uh webinars or demo sessions that we're
going to be doing throughout uh the
month of June
um
on pad and jewelry design
um trying to get people into kind of one
of the hardest parts of of
um sort of the digital creation workflow
which is actually kind of
um you know form Labs enables people to
uh to take their designs from from the
computer to real life but I think
um we really want to acknowledge that um
there's there's a lot that that people
need help with with
um
so I'm here today to show you
um one of the uh pieces of software that
I'm familiar with
um and I think it's really interesting
piece of software
um
it's uh blender 3D
um and blender is basically a free CAD
package
um what makes it kind of unique is that
it's it's actually incredibly fully
featured and Powerful compared to
standard industry tools
um
you know if you think about jewelry pad
you might be thinking of of rhino or
Matrix
um dual pad software like that
um but blender is this totally free open
source software
um so from that from the just cost
perspective as a really low barrier to
entry
um and it actually has really active
development behind it it's partially
funded by Google
um and it's used in a lot of
professional settings uh just kind of on
the merits of its capability so
um yeah we really just wanted to give
you kind of a cross-sectional uh slice
of of the world of cat this month
um to help you understand you know what
the different offerings are
uh out there for Jewelers uh designers
tour businesses
um and you know more importantly just
help you make the decision of what kind
of uh you know pad software you might
want to invest your time to time and
effort to to learn
um and and to uh get get into one of
these tools so
um actually on this month we have on
Deck you know today which is I'll be
talking about blender
um then we'll be doing on a second on
Rhino uh then later down the line
tinkercad zbrush and free design so
we're kind of covering uh a pretty wide
gamut
um in terms of uh what's available
um so yeah let's dive in
um I just wanted to uh you know leave
the floor open if anyone wants to ask
questions throughout uh throughout the
demo
um feel free I love to you know interact
with you guys and and find out uh you
know if you have
um basically uh
either issues that you've run into in
your design process or
um
or uh you know specific things that
you're working through how to how to
create
um maybe I can help you uh if you can
you know send uh send uh um even a
picture of a sketch
um I'll put my my email address uh right
in the chat box so if you want to send
you know a cell phone image of what
you're doing uh that would be that could
be a really cool way to
um just sort of start a discussion at
the end
um
so yeah I'll do that right now uh
so that's my email
um and you know feel free to send me uh
send me what you you're you're
interested in trying to do
um yeah let's just dive in uh right now
um
let's see uh and if you
um let's see if you have a
um
I guess one one thing I'd love to just
get a sense of right here at the
beginning
um if you feel comfortable doing so
um I'd love to get a sense of where
people are in Canada so I kind of know
what kind of audience I'm uh talking to
and where where we where I should focus
um you know if you wanna if you want to
put in what you're uh currently using or
try to use
um and and generally we're just going
over this
um
so yeah I'll just share my screen here
and
let's start
this is the blender interface so blender
um there's actually two kind of versions
out there right now blender 2.79 and
under 2.8
um we're showing blizzard 2.7
um mostly because one that's what I'm
most familiar with
um it's kind of uh been around for a
long time there are a lot of great
extensions and tools available for it
um 2.8 is really awesome it has a lot of
kind of upgrades in terms of the
interface
um I won't go too much into like how to
use the specific interface today
um you know I'll try to talk through
what I'm doing in more General sense
um but uh yeah if you if you want to get
started you can use 2.8 or 2.7
um but they're they're relatively
similar to how they operate
um
let's see I think we got one more uh
more answer here there's some food is
not interested in Canada uh I have a
basic understanding of sculpting yeah so
uh it seems like we have a couple of
people who come from come from the Rhino
world and the and the free design World
which is uh definitely
um it's not too totally far off from
from what you do in pleasure
um
so yeah uh let's uh let's take it
Forward
um so I think the the really first
question you want to ask yourself When
approaching modeling something is uh
what kind of shape is it so this is kind
of a rudimentary question but like I
really want to know you know what kind
of shape is is the design that I'm
creating
um and it you know from that it follows
like
um a few different questions so I'll
actually share a little a little uh
um
sort of uh
flowchart I made
uh I'm gonna do it in blender here
um
image editor
open
sure
so this is kind of a map of what kind of
shapes that you know people typically
create in in CAD
um you know it doesn't cover everything
obviously uh but I find it to be kind of
the helpful breakdown for deciding how
you want to approach starting a design
um so you know in one uh you know sort
of in one pack up here we have kind of
what I call rectal linear shapes so it's
got geometric angular
um
basically in these types of shapes
really what's driving the design is the
relationship between different uh parts
of the model within within the model
itself
um curvilinear designs are you know
basically designs that are that are
mainly have have sort of uh compounds
curvature
um
does the design have hard edges so hard
edges are are you know obviously part of
directive linear designs and purple
linear
um hard edges can be you know
is usually not completely smooth
um but this this would actually use a
sort of different design methodology or
different ad methodology than something
like
um
a sculpture sculptural design
um and so each one of these paths
requires a different sort of part part
of the program in in terms of blender or
you know different CAD software so if
you're coming from something like Rhino
I think Rhino is really uh where it
stands out is in this kind of I mean
it's actually started as a as an
architecture design program so uh it
really stands out for this kind of
rectilinear
um
designed and then and then with uh
um you know nerves or or uh curve
lofting that and that sort of gives you
the ability to do hard Edge uh tools and
then
um in the in the uh more advanced
versions of rhino where you have
um jewelry specific uh added
functionality uh then you start getting
into something that I call referential
where to have a design and it's
basically uh referencing Real World
objects uh that you need to uh create a
model that has precise Dimensions that
references it
um sculptural designs
um this is where you'd end up in in the
realm of something like zbrush
um it's also covered by blender which is
really awesome
um so anyway this is this is just kind
of an interesting app
um that I want to show you guys but uh
we'll sort of come back with
[Music]
um
all right so I think what blender is
really great at is what's called
constructive subdivision service
modeling so this is where your um
creating shapes that are basically
defined by a smooth development as well
give you a sort of example of what I
mean by that
um so this is what blender looks like as
as you sort of enter essentially
um I really recommend if you're using
blender to have a have a keyboard with a
number pad when you see me sort of shift
around to different views like this it's
just uh directions on the number pad and
it gives you different views
um
so subdivision subdivision model is
essentially where you start with a
skeleton of a design so we'll take this
Cube and enable subdivision modeling
which is in the modifiers panel here on
the right
uh basically in the center Center view
we have the the 3D View and on the right
we have for
um uh what it's called the modifier
Stacks this is kind of uh alterations to
the model that are not necessarily
applied
um in a permanent way but they can be
stacked on top of one another to create
different
um adjustments to the shape of the model
so subdivision surface is a really core
one for
um for any kind of especially jewelry
model and kind of modeling with smooth
shapes uh and what it will do is it will
smooth out the the shape of the model
to occur a few turns into a sphere
basically uh and you can increase the
number of levels uh to create a smoother
sphere and then from that you can
basically take parts of the model and
essentially the shape is driven by this
outer skeleton
um and and so you're you're adjusting a
fairly simple form but you're creating
something underneath that's much
smoother and has much more detail in
fact uh you can click this button right
here uh which lets the sort of the
editable page of that subdivision uh
model just sort of wrapped to the model
which is really useful you just want to
kind of Click points on the model drag
them around and suddenly you have the
ability to create kind of very Dynamic
flowing shapes uh very very easily uh
you know if you're coming from something
like where I know uh to some extent this
is similar to what you do what you'd be
doing with curves curves and and nerves
modeling
um
it has a lot of similarities it's not
exactly the same in how it works
um I think the key difference is is how
you start to control the shape with with
edges so
um in subdivision service model I can
say we have this shape you know I just
made this round shape but we can start
to take edges and Define them as as
having more or less sharpness
um so we could take this this Edge and
give it a little bit of sharpness and
suddenly uh it has a a sort of reverse
back to its sharp shape so this is
obviously a
not easy to say model uh but I can show
you
let's say something like a circle sort
of a fundamental or archetypal shape or
many rings
um
units in blender are called blender
units but they're actually millimeters
so if you export from blender you're
going to get a millimeter scale object
so I've created a circle uh and how I
did that is just by pressing space if
you're coming from Rhino it's actually
really useful to know clicking space
gives you the ability to search for
something so if you have a general sense
of what you want to do in you know in
terms of like adding an object adding a
circle you just type in circle
um and then you would say you know add
something basically that's what I just
did so uh we have uh we have a context
menu here that gives gives that ability
to just you know add sort of presets but
you can also just search for things uh
in a similar way to write it so let's
say we have this this ring we want to
give it a little bit of uh shape so we
um if I excreted it so that's that's
basically pressing e and then moving it
over
um and then
let's just extrude that entire uh ring
so we're taking the surface of the ring
and extruding it
um now when we extrude region region
like this
um what I'm doing is basically extruding
the region and then right clicking that
sort of uh zeros out uh any further
effects so if I just extruded and then
moved it it would do some kind of weird
to screwed along sub axis but I'm just
right clicking and then it sort of keeps
in the same position and then you can
press alt s and that gives it a little
bit of uh scaling or it's called shrink
fatten over here on the left and you can
see what kind of Offset you want to get
so let's let's give that you know a one
or a let's say a one millimeter offense
negative one
looks like we made a ring essentially
rather small
um
so we have this ring and it's it's
defined by if I turn off the um the
subdivision smoothing it's sort of this
chunky glocky ring I turned back on the
subdivision and now we have the smooth
nice ring
um and then let's say I want to give it
a few sharp edges uh we can select loops
around the edge here uh you can do that
in blender by pressing alt shift and
then right clicking that so that's kind
of a topological Edge along along the
surface and then just giving it a crease
so that's over here in this right panel
you're giving it a crease and suddenly
we have this kind of nice Edge and I
want to make this just a little bit
thinner so let's just give it a little a
little adjustments now we have a very
simple band you know similar to what I'm
wearing
um and that's that's lovely and and
um
so this is kind of a very very basic
kind of uh description of how modeling
Works in blender
um taking edges or or surfaces or points
uh extruding them moving them with with
your various you know typical
um sort of translation Gizmo here
um often if you want to make kind of uh
sort of dimensionally accurate movements
so let's say I want to give this ring
just a uh sort of uh uh like a flat top
surface
um so I'll I'll screw that and then take
the scaling and just scale that whole
surface to zero
so now now the see that's the
zero on its kind of midpoint so we'll
take that just move it up
um
and uh it has it has kind of a an
interesting version you might like
better you might want I don't love it so
I'm going to just uh make that
top edge here
uh which is kind of a a
topological ring called Edge move
um and I'm just gonna make that pretty
Stark and now I have this nice sort of
uh rectangular shape another way you can
sort of manipulate subdivision uh
measures is let's say moving that crease
there
um is just by adding another Edge Loop
so I did control R and just added
another Edge Loop
um what that does is something very
similar so that's that's almost
effectively the same as as giving an
increase of just giving it an edge Loop
if we turn off the subdivision you can
see that edge Loop is actually at the
same position as that other ring uh so
we
remove the shell you can see just making
that edge get closer gives it a sort of
sharp edge so those are sort of a
description of how of how subdivision
Works uh it's a really powerful tool
it's kind of an industry standard for
how
um for how this kind of pads often
reverse and blender really follows all
of the normal conventions for uh
subdivision modeling
um in terms of how Edge loops work and
and how they interact with other
functions like for example if you want
to give something a bevel you can select
these edges and just
have bezel uh let's actually Define them
as having the bevel first
so we'll just be taking these edges and
just gone over here to Edge data and
just giving them a bevel uh and this is
that's just defining them as having a
bevel and then we'll go to here in the
modifiers which is this non-destructive
way of adding functionality or adding uh
adjustments to the model and then you
will just tell blender that we want to
give it a bevel where we added the bevel
definition which is called the bevel
ways that's right here and we'll move
that up in the stack so that bevel
actually happens first before the before
the subdivision here
um and now we have a bevel and it's it's
also smoothed in the same way that the
rest of the model is smooth uh and that
bevel can be adjusted in terms of its
radius uh it could add more segments to
make it smooth
um so that's that's a very very simple
example I'll go into some more complex
examples next
um
cool yeah let's uh let's take a look at
um let's take a look at some designs
that uh that we've already designed sort
of uh cooking show style just uh uh look
at them and try to understand how they
would be created in blender
um if you have any questions about what
I've already asked please just put them
in the chat uh happy to happy to I know
I'm sort of uh blasting through in terms
of the interface
um
clear how exactly I'm manipulating
things so I'm happy to explain exactly
what I'm doing if you if you need or are
curious I'll also at the end just just
uh give a
a couple of nice tutorials that I that I
like that are I talk about basically
blender interface Basics uh and those
are a really good place to go if you
just want to like figure out how to
manipulate the program
um so so yeah let's uh go into so
actually I don't know if you can see I
think you can still see me so I made
this quick sketch of uh of a flower so
it's actually
plans to be an earring
um
and so I took a photo of that imported
it to my desktop
um and uh
let's just I'm going over here to the
top and reloading the starter file my
next new new model uh just there's what
I was doing before
um and I'll just go and import
um or uh
go to the image editor so this this view
this view panel here can be all sorts of
different things the 3D editor it could
be an image editor uh it can get a text
editor if you want
um it has a lot of different optional
functionality uh let's see that a couple
of questions are there any places that
can create basic forms uh your ring
sizes the speed exclusion uh yeah so
um
let's see uh I think that that's a
really good question and basically
blender mostly is what's called kind of
what I describe as like an explicit
modeler so it basically doesn't have
very many sort of presets
um you know if you're making a ring size
and you know that diameter you can very
quickly uh make a ring like I just
showed you
um you can also do things like
um you know let's say let's say you want
to just add a very basic ring
um
have a Taurus uh so this is not you know
exactly a ring it's uh you know a
mathematical Forest shape
um but what this will do is it'll show
you you know you can change basically
over here on the left the major and
minor dimensions of interior exterior
Dimensions uh and this is going to give
you the total exterior radius of the
Taurus and the total interior radius of
the source so let's say I want a 20
millimeter uh you know ring size in
interior diameter ring size I would take
this and I would make it 10. uh because
it's radius
um so that's actually going to get quite
large and then the the exterior that's
naked 11.
um
yeah so that's just changing that
um so those though if you go to add
objects you'll you'll see all these kind
of preset uh shapes in there sort of
um basic fundamental shapes where you
can play around with uh
but to your question I guess the
pleasure does not have built-in for
example
um
uh like preset presets for uh like
jewelry specific features
um like prongs or you know stoneholds so
those need to be defined manually and
what I've done and what I think a lot of
people tend to do is you know basically
create a personal library of common
shapes that you use so let's say we want
to add it's going to do a ring like this
um
let's just make it into an actual ring
rather than just before us uh I'm just
scaling this on the Z to give it some uh
some some width here
um again we're gonna enable the
subdivision
oops not nuts
uh
politicisms
um now it's just more about array
like there were some of these Edge loops
um
it's in
this
please
um so if you wanted to make uh let's say
a set of stone rules around the edge uh
you could create uh sort of a primitive
object that's a stone hole so uh it's
not called The Stonewall in the program
but you know that just don't know
um and that's going to be defined by a
cylinder
um And the cylinder we're going to just
sort of punch it out of the of the Ring
along its band
um
so let's move this up to the top here
I like to have I like I have the
um the whole ring oriented sort of like
vertical uh just helps the sort of
rotate around it because it rotates on
the sde so we're going to punch these
out of the of the uh
typical shape
um
so blender has in this kind of modifier
area typical Boolean operations which
are where you can Union or join or
subtract one object from another
um so we're going to take a difference
and just subtract this object from the
other object and now we have made this
wireframe mode uh you know it'll show
that this is
Maybe and you can just take that this
this cylinder we know is in the
dimensions panel here it's it's two
millimeters in diameter we could take
this this uh cylinder
make its origin around the center and
then let's just give it an array an
arrays uh kind of uh well you guys know
where is it's gonna sort of repeat in a
pattern
um
and then let's give this a
empty object so an empty object is an
object with no geometry it's just helps
you define uh rotations or or movement
and we're going to link this object to
the empty
and
actually let's just uh
and get object offset to the empty
is that in the same location
some people ask me questions and see
what you guys are saying
so what it did is it's creating
uh these are actually different scales
so let's just last scale there we go uh
now when I rotate this empty it's gonna
make
um
please
and suddenly we have a
set of
queries
so just some technical difficulty
collector for some reason doesn't like
uh doing lots of booleans and the same
space for some reason it can be a bit
tricky manually
um
but uh
all right let's let's go past that
um
all right
um cool so
let's yeah let's look at a more kind of
generic room design to kind of get a
sense of what the workflow is for taking
kind of a popular commercial jewelry
design and uh making it in blender
without like we said you know having
um
pre-made uh
sort of uh features like prongs or stone
rules
um so let's load in one
um
foreign
this used to be the
sample part for one of our jewelry
resins
the split shank ring
um
it can be useful to just look at these
analyze how it was created so
it looks like we have a couple of
um
sort of diverging uh
shakes gear and now the crown this looks
like it's almost a separate object
these are probably unions
um actually they work so when this was
created these were actually created as
sort of separate components that were
then
um
they were then basically sort of stacked
together in a 3D space without joining
them and that's a totally balanced
strategy in blender when you're 3D
printing something you can just overlay
stuff uh and and the preform software
would basically take care of that it
doesn't need necessarily for you to join
everything before you export it to
the preform for example or whatever your
principally software is
so let's look at how we might create
something like this in blender
I'm going to move this over the side
so we want to have
two
sort of Divergent pieces and then this
this topper
this is actually quite quite a simple
similar object similar to what we oh
I'm going to create a circle
um
and I'm going to scale it to say
20 millimeter so I think this is going
to be at 28 millimeter Circle it's
easier in the connections panel
I'm going to get a subdivision surface
which is essential for making shapes
like this
[Music]
aside so this looks like it's going to
be roughly
of the two millimeters wide
[Music]
now we have this this band which it
created by taking an edge taking the
circle Edge and just extruding it you
want to give it some thickness
we can do it the way I was doing it
before which is just extruding and then
tricking we also take this and add a
solidify modifier and solidify is very
similar to the other operation but it's
just non-destructive so we take that and
we can give something a thickness and
that won't actually apply until we
wanted to
solidified before the subdivision the
subdivision will smooth to solidify
and solidify will be
negative 1.5
and here we can actually see in this
this ring has two kind of overlaid uh
fans here
let's see how we'll attach that probably
what we want to do is just take
create one side of this and then mirror
it over to the other side so let's just
take this top Edge
if I just move this over it will create
kind of a a smoothed uh motion but it's
not really what I want so you can
actually take this and enable
proportional editing and then go to uh
let's see if it's kind of not really
sharp exactly it's so much sharp but
it's not totally sharp and then this
will allow me to grab more than what I
just selected uh in in the sort of
radius
so we'll move over
Scrabble a little more
now we have
slightly curved band there
and it's actually curved out here too
um
I'll grab this
and just make that
a little bit closed
so
if you take this and give it just
another another
loop in the middle
what we'll do is we'll start to give it
a bit more
a bit less of a curved shape we'll give
it a uh
more of a square shape similar to the
types of these edges and I sharpened
them just like that but I want to just
give it a smooth shape for that and then
we'll take this and we'll make a mirror
there's also another
non-destructive modifier and now we have
this this nice kind of diverging band
here
and actually we can take this and just
use it for the same for the same or for
the next piece which is these
vertical numbers here
and I'm going to take you this just
delete this side
let's take this
let's delete that side maybe even delete
it down to about gear
take this this top edge here
and just move it up
just like I did before
I'm going to add a mirror on the other
side
I know you have these diverging
top fingers
and add a little crease here you can see
that this has been sort of sharpened
most likely this was created with a very
similar technique
now
he's want to be
what's a different disabled proportional
editing
but I can just slide this over to adjust
the top part of the sharpness
making all the Sharpies sort of opening
up the side
now
you can add our copies
so
kind of a summary is this is constructed
at the step grids overlaid pieces of
geometry but they're actually each quite
simple so when you look at this model
it's like oh it's kind of a complicated
uh in this form but it's really it's
really not that compressive shape it's
just made of basic shapes that have been
stacked on top of one another
let's make this this top part it's
actually a good Square so I want to add
a
Circle
has a square around there
a plane
the large and then add a subdivision to
it
and made us when you subdivide a square
it doesn't make a perfect circle it
makes a shape actually it's kind of
similar to this one
so we will add a couple of
intermediate uh
subdivisions that will consuming more
even more of this
Oracle shape
let's bring this in by sort of shrinking
them and scaling them relative to each
other by doing tests they're scaling
them
and now we have a
kid that's like that at the Top If we
extrude this
downwards
now when you're when you're creating
Industries like this if you have if you
have a specific dimension in mind for
this uh let's say we need this to be
exactly one millimeter we can press it
screws
uh and then just move things on a
specific axis a specific amount so that
we can just move this down in this right
panel here by by any Miracle amount and
that that definitely appeals to people
coming from from other software
um understandably uh
in some cases I like to just eyeball it
um but uh it really depends on what the
constraints and requirements of your
project are
does it need does it need a uh area to a
specific
imagine how this is
um and then finally let's just take
these and
make these and take these
ones that bad
so I I don't know where inset is in the
program but I know that there's a
function called the inset so it's based
and search for it inset faces I think
uh
this is the polygon
yeah since I polygon so that we can just
take these and just insert them
to make this kind of inset ring
I'm going to take these guys
and create upgrade
between them
now we have something similar to that
series
it's sort of darker than the rest of the
model that's because the the
levels of the models are the surface
Direction the model is is actually
gotten flipped and we can just put that
back
and now if we take these and add a
couple of spaces to them
make these Sharp
just hold down
the gap
this is you know can be it can be
tweaked a little bit to be more similar
if you want to see
um
that's not essential right now
cool so we have something that's kind of
similar we can take this and and go
along this edge with with uh with a
hole pattern that we decide we like
um
we could create that
procedurally or we could create that you
know by placing each individual one if
you wanted the rest of the pattern I'll
just show you the procedure really if we
make a
curve
let's say we belongs to
so if you want to take this bird right
here we want to make a pattern that goes
along that curve
that's right now it's not a curve object
it's actually a it's called a mesh
object there's different types of
objects and blender meshes are
sets of sets of points and lines and and
services uh curves are basically a Z8
curves so we can actually convert
into a
fur from that
[Music]
you want to add just again cylinder for
the for the
storm hole
in that space
my friends
and we're going to move this to here
offset it
and put it away
create a
curve on fire
these around
so the operations to do those are pretty
quick uh even though you don't have that
explicit functionality
so yeah that's kind of how you might
approach making something like that's
basically creating simple forms
extruding them moving them around
um you know the the the
sort of underlying shape of the object
is defined by these the the complexity
of the geometry here
um
it can be adjusted through the modifier
stack so if you wanted to make a simpler
object and then subdivide it you'd have
fewer control points to move around
but
fundamentally as long as these modifier
Stacks they
sort of unapply when you apply them like
that it sort of face it into the model
um then
let's see that now it's base this jumper
into the model but keep it unapplied on
the back back for a second
these
now the model the model is still edible
in this way by the by the subdivision so
that's kind of the essential uh workflow
in blender
um
let's let's open up a another model here
uh the flower earring so the flower
earring is
the flower earring this is the model
that I made from that sketch with you
guys earlier uh and this is
created with a very similar process uh
looking at that model so for the at the
sketch for a second here
Within
so this is the sketch so we can look at
the sketch and say well there's a a
curve here there's these these leads and
then there's the flower head
this curve is basically it looks very
similar to The bezier Curve so you can
we can create a bezier that that defines
that shape and then and then make sort
of a sweater following it the the leaves
are
but they're basically hard edged objects
uh and then the the flower is a little
bit more more organic but all of these
can be made with subdivision tools so we
go back to the 3D view we can see this
Center object is the rest of them the
center object is a
bezier curve so we can move that around
and you know adjust it in the typical
bezier fashion that you're probably
familiar with if you're coming from
Rhino the same same is true with these
uh with these
um sort of leaf uh branches
and then the leaf pedals themselves are
actually
pedals themselves are actually just I'll
go I'll go to the modifier so I can show
you what other how they're created
um
they're actually just simple planes that
have been subdivided and removed from
with the shape around to be leaf-shaped
reshaped
and then
once we have a shape that we like so
how that can be done
by smooth
surprise movies
that's more smooth so the Smooths that
are available in in the um in this menu
uh are actually not the same as the
smooth that are available in the
modifier stack these are more sort of uh
instantaneously applied rather than
rather than non-destructive
um if we take these we can move them
around and start to create a leaf shape
just by dragging and creating the shape
um
take this this Edge that we can select
it's a it's an edge Loop
grab it
and go down
and roll we basically have the same pH
but it looks like kind of a combustion
but it really can be made in almost
seconds
and then we take this and we
have a separate object we take this and
we solidify us
we take this and we solidify it we can
give it some thickness
which is one operation and we give it a
solid or another slipkart uh subdivision
which is another operation now we have
sort of the thick
er uh shape
but I'll leave it doesn't really look
like this and if you were casting this
part you want to have thin edges so we
really want to solidify to only happen
kind of in the middle and then it wants
to paper accident is so we can just
select these we can start to Define
where that is where that uh solidify
happens by assigning groups to the to
the model so those are groups that are
creative of vertices and then uh only
applying the subdivision to specific
groups
let's see or the solidifies specific
groups
there we go so now we have a shape
that's only getting thickness in the
Middle where we want to keep giving
thickness
um maybe that needs a couple more
playing with those those shapes gets
really close to where you want and then
you can the rest of the process is just
sort of refining by adjusting this this
interior page that you can see here
to the extent that you want to be
adjusted
oops
so if you have a
twins
you have a pretty high profession to see
how long have you been working with this
uh about 10 years but I think you really
don't need 10 years of proficiency to to
get to a strong level uh blender has a
ton of
um functionality that's really totally
irrelevant to jewelry making enjoy
design but I I come from blender from
the computer Graphics World
um where it's used to to render CPI
um for you know special effects of
movies and that kind of thing
um which actually gives you as part of
this sort of incredible bundle of a
pretty incredible value gives you you
know a render engine that can render out
your your designs uh in a in a you know
really fantastically high quality
um but many of the much of the
functionality is actually it's not
useful
um so it has you know animation and that
kind of stuff
that you can
or
um
so I can show you a lot of a lot of
Jewelers are interested in the rendering
side because it gives them the ability
to you know show a design without having
to
have basically having to pass it yes
[Music]
let's take a look
s
this is a model of the new formulas
passable resin sample part
um but
I think the interesting
one interesting thing that that is that
we can show here is the ability to take
a take a design and really just
visualize it almost in real time so this
is being rendered on my computer
um and you can actually get a pretty
amazingly high quality of of
visualization output
um you know just from from a few seconds
of of waiting so
uh that kind of link between blender and
and the computer Graphics world really
gives it some of that
um
expert functionality that you can use if
you like to do that um
cool
um
yeah we have a couple more minutes
um
there yeah there are a couple other
things that I can it's a lot more likely
talk about uh and you know feel free to
email me if you have questions or uh or
or want to know about anything in
particular
um I think one thing that's really
awesome about blender is the is the
world of extensions that it has so
people write scripts and and extra sort
of bolt-ons that give it functionality
that you that you have as part of the
program
um so I can show you some of those for
example
yes
so for example one extension is you know
if you want to give
if you want to create a pre-made
gemstones it has a
some functionality for that it's not
it's you know it's not going to give you
every single type of gemstone for a lot
of basic types you can you can adjust
many of the parameters of your gem uh
just by measuring it and then putting uh
for example you know how wide is how
wide is it if it's two uh and then you
want to make this you know wider and and
taller so you can have parametrically uh
adjust what uh what drags you want to
know that gives you the ability to size
uh parts of your design a little bit
more accurately
um than you would if you didn't have
that there's another really cool one uh
that I want to mention is the 3D print
toolbox so there's a whole set of tools
I think it's enabled here so I'll just
enable it really quickly
[Music]
so I should just select them object so
if I select this object here I'd say
this one
I've got a 3D print you can actually
check any objects for 3D printability so
you can look at it and it'll tell you
um whether or not the the model that you
created is sort of valid for 3D printing
a lot of Print Pro sort of processing
software will give you much of that
automatic cleanup for you know for free
or or automatically but this gives you
sometimes that automatic process can be
a little bit prone to error uh so you
can do some of the checks that you would
do on a Model just make sure that for
example your model is manifold so you're
a manifold model is where it's fully
enclosed uh so now this model everything
you can check for example uh check all
see it's larger it says non-medical Edge
is zero uh so it looks like this model
is is totally fine for 3D printing
because all these uh checks are are at
zero
um which is a really cool useful tool uh
you can also scale to a particular
volume so if you have a model and you
want it to be exactly a particular
volume of metal uh you can just select
the whole thing and then scale up the
volume and that's uh and set it to a
known volume uh you know it should be
within you know pretty close to that
volume otherwise you're gonna scale the
dimensions
right here just a little bit often you
want to make sure that you are you know
exactly where you want to be you can
stay at the volume
um
yeah so that's that's uh a quick
overview of blender
um thanks for listening to me uh talk to
you guys for for a bit um uh again I'm
really happy that you that you uh came
and and if you really have any questions
or want to just talk and you know show
me what you're making or or ask for
feedback I'm really happy to happy to
help
um so yeah give me give me uh an email
if you want uh and uh again later on in
the month we'll have uh further uh
further
um demo sessions from uh
uh experts on other software uh more
jewelry specific software in some cases
uh Rhino tinkercad is a interesting one
uh kind of similar to blender and then
it's uh less your specific but it's more
uh about making very explicit
definitions of how the model is shaped
uh rather than where where blender is it
the the operational mode is you're
creating objects and you can Define very
explicit Dimensions but really their
relation to each other is a little bit
less well-defined and that helps you
have a little bit more design freedom
and make stuff faster but if you want to
make something by kind of doing in the
nutritional CAD method tinkercad is is
uh really cool and it's totally free of
them uh which is really cool these days
so people who are interested in getting
in without any price of Entry uh
zbrushes is really cool I wish I had
time to talk about uh sculpting
um it's called zbrushes basically the
industry standard for sculpting software
uh something is basically a similar
metaphor to real life so if you're a If
You're A black smoker for example you
might really like zbrush
um or even the sculpted functionality in
in
blender uh which it has
um
the school thing is is where you're
pushing and pulling material as if it's
as in its play basically so there it's
even harder to make very uh
dimensionally specific models but you
get way more design freedom to make all
sorts of crazy shapes uh and then uh
free design and and
is sort of the most uh I would say the
specific software and that'll be uh you
know at the end of the month or in July
so hopefully you can attend those and
and uh yeah thanks for stopping by
um
if you have any questions I'm I'm
actually I don't have uh any uh any
extra right there
anywhere to go for the next half hour so
if you want to stick around and ask
questions I'll be here
see in the chats
oh yeah so let's see I feel all sorts of
comments in Japan sorry guys
um
is it possible to load a food scan and
manipulate it yes absolutely
um so the 3D scan
um oh and sorry I'll just mention the
the jewelcraft add-on uh that that Brian
mentioned I tested it out I used to use
that in the I tested it out this morning
it seems like it hasn't been uh up to
date uh hasn't been updated since like
2016 so it doesn't actually work with
the newer versions of blender
unfortunately uh so I was I was pretty
disappointed to see that
um but uh if you wanted to go back to
our earlier version you could use that
and it would give you some of those more
jewelry specific uh tools uh but yeah so
Janice uh loading a 3D scan so if the
blender is really awesome to handle it
really high density models so if
previous scans come come in with uh you
know basically can be millions of
primals and you need to process them
um so actually maybe I'll maybe I'll
find a scan
uh
uh quite hard to find anything in the
windows for me
and we have a we have a scanner
I use it to scan things especially
scanning gemstones uh it's really useful
for this
um
but but yeah so you can you can load
them in uh typically scan Files come in
with a lot of parts missing so they need
to be cleaned up depending on what you
want to do with them usually what I like
to do is is use the scanner as kind of a
first step in design so you can scan uh
like large play models you can scan uh
existing jewelry
um to some extent all those viewer tends
to be on the smaller end of what what
standards can can deal with so there are
jewelry specific standards
um you can handle really tiny models
um
and you can scan them in and either use
that as kind of a way of replicate parts
or if you scan something larger you can
add motifs to the designs by just
scanning them and trading them down uh
and then remodeling around them
oh
still on the scan here we go I think I
found a span of some opal
yeah
let's see what's here
so here yeah so I so I scanned actually
some little Opals that I have
[Music]
um
they came in like this so if we
hopefully investigation uh
yeah
so these are these are these opals
they look like this because they're
stuck onto a little piece of clay so you
actually can't see the bottom but the
bottom of the opal is coated so it
doesn't really matter what we mostly
care about is just this kind of edge uh
this Edge boundary and making making
kind of a puff that holds the stone
um and that that's something that we can
do really really easily in blender so I
can show you what that might look like
that I can use to start a model I'm
taking a point and then I want to snap
to the end and snap his Edge
of them
I'll take this and make a line and then
start to just go around
and make a
boundary ring
that encompasses the whole perimeter
episode
I have this boundary wing and what I was
just doing there is extruding and
snapping so you can just take this take
it and just snap it on it and now and
that puts I mean when you click a whole
uh control it just snaps onto it into
the throttle model you're putting it up
so I snap those on there
and now we have a
ring and it has some subdivision there a
bit smooth
and I'm going to add another modifier
which is Sprint wrap so that'll watch
the tape of it the shape and just shrink
out to this as closely you can guess
and look at that now we have a sort of
top that holds the holes apart
so it's the stand so which is really
cool I'm gonna take that
screw it downwards
back
and right now it's just with this shrink
wrap modifier on all of these points
that I created when I extruded this Edge
we're just snapping directly to the
stone uh or they're snapping to wherever
on this model is closest
I'm taking those but snap it
automatically I'm just going to add a
solidify to it to it
still apply our parents
just Sharp
you know you can Finance this to
everywhere I always agree but I would
have a shape that can I can hold half
precisely uh you probably want to extend
the edge here but um
that's that's how you can manipulate
scans I think that's uh fairly useful
you can also you know if you have a
adjuster you can place it in a model
like this and just size these prongs you
know accordingly basically or uh if you
had
um a large sculpted Motif that you want
to apply to a surface you could just put
it onto a surface like this
[Music]
there are all sorts of things you can do
foreign
the demos
um yeah I think we are going to be
reported again let's definitely uh
photography works really well for small
gym so that's cool
um
yeah
from my own experience trying
photography it's been pretty difficult
but
um
but uh yeah if you have you have uh
Dodge work that's awesome I mean I know
photogram three is is can be very
precise it just getting a great scan
depends on
seems to depend on rotating either your
model or the camera in a really uh
regular way so if you have a sub key
that at the turntable uh you can you can
do that also if you're scanning
gemstones
um obviously they're transparent output
so you need to typically quote them with
some kind of scan spray or foot powder
which other top powder works really well
and that will just map the stone so that
the uh so you're not getting any
Reflections off of this phone before uh
screw up your skin
oh
yeah that's it awesome guys
um yeah so for the next half an hour I'm
going to just be modeling one here uh
and talking through it can stay if you
want
um but uh yeah thanks again for watching
look at this
filigree bracelet
so this is a model that uh that I made
um
as a kind of demonstration of of
filigree Design jewelry
um which is when you're when you're
talking about 3D printing it's it's
something that can really only be done
with with a you know SLA a resin printer
because you're creating these really
fine uh wires you know you can solder
them together with why you know but it
would take incredibly a long time so
being Ableton design it in in sort of
one Fell Swoop and print it is is a
really awesome advantage of uh both 3D
printing and the ability to
um
and the ability to uh just create all
sorts of different design manipulations
on the surface really really quickly so
uh let's see
this is this is kind of the base shape
that I was using to to create uh you
know shapes for this for this bangle
here
um and they're they're
you can see on the on the right here
they have this modifier stack it's
actually relatively complex but it's if
we break it down what it's doing is you
know the subdivision is happening so
that's you know giving it it's it's uh
it's sort of uh to turn off all the
subjects that's just giving it you know
like and some geometry to work with is
the basic geometry underneath it's
actually pretty minimal uh it's giving
it some smoothness uh and then we're
doing these to form so the Forum is
actually a really really interesting
modifier uh and what it does is it it
starts to let you just adjust Things
based on uh mathematical formulas so the
deform the bend is happening which is a
which is sort of a
a formula that causes a a sort of
angular Bend in your model
um across the entire thing so I turn
this all the way down let's see it all
the way down I'm going to turn off
like the first one have lots of other
ones in it so it's kind of all this down
uh
that's the that's the basic form of the
model right it's a ring right so that
that's pretty pretty different in this
shape uh but by starting to
do these sets of the forms of this
um we're we're starting to just like
wrap it around and then we're starting
to
uh forward in this one and then starting
to
like this one just wraps the whole thing
over itself and that gives you a nice
bangle shape uh I thought
um
and then
what else have we done we've we've
turned on you know we haven't turned on
a wireframe you could turn on wireframe
which is it does this creates like wires
around the whole object that's kind of a
cool effect
uh
it did turn on triangular and
triangulate is very interesting because
it actually changes the shape of the
underlying geometry uh let's see if we
can
show it somehow
turn on so you can see the wire frame so
when I turn on the wireframe
they actually when I turn on the
triangularly rather it goes from being
this regular grid being this sort of
hexagonal grid uh it's called the Dual
mesh and that's actually the start of
some pretty interesting
geometry when you start to subdivide it
uh like we've done here so I took that
and
see gone over this one
so now we have let's turn all of them
off it's kind of interesting to play
with this and just turn off all of the
all the modifiers and see what you're
working with so this is the this is the
basic shape that we started with you
know back here that's really a little
different but mainly the same uh basic
sort of not exactly Mobius but like just
a bit a band and then we're turning on
the subdivision and apparently
triangulate to give us that kind of
so when we act when we add the
triangulas
it sort of gives us this dual mesh which
is like each one of the
uh each one of the
rectangles is split but it doesn't even
pattern
and then you can subdivide it again and
then triangulate it again that gives us
even more in Geometry uh and then we
subdivide it again and then
well the wireframe
and suddenly
we have this very interesting
almost Mosaic pattern uh
we displace it we can get a little bit
of a little bit of thickness that's
really it that's that's the that's the
uh pattern that we use so we get this
very interesting shape but just through
a few manipulations of this modifier
came into the ground freedom and it sort
of tiles very nicely over the surface so
in this way you're getting kind of a
similar similar uh procedural shape
generation that you might need from
something like grasshopper just through
the modifier stack which is really
really cool and then we'll take it here
and we just added this this written to
it
um and then and then that's that's the
model so
um yeah that's that's kind of an
interesting procedure for uh
how to how to use it
uh what else have we got 15 more minutes
[Music]
a classroom
this is something that people typically
want to do with 3D printing because it's
it's a natural fit for 3D printing is
creating customized jewelry so how do we
how do we make something that's like
totally customized class ring you know
we have EA tests we have we have a
unique uh centerpiece here
um how do we make this model let's see
the actual underlying model is very
similar to what we're looking for with
just making circles and then joining
them
they have circles and then we flatten
them out like it's in that initial model
we flag that up top
this this sort of hole here
you could do it by taking another object
and just punching it out but what I like
to do is kind of an interesting
technique is just to take the model and
grab some some some geometry like badge
and grab some on the other side
do abridged
and add something else
suddenly we have this like folder
like sharp working
it's a really cool way to
sort of add a perforations to models
and then the top part is
is actually a separate outfit once again
we're dealing with these these
technique of just taking shapes and
layering them on top of one another they
don't need to be truly enjoying they
don't need to be
merged they're sort of floating on you
know floating together
and that gives you a lot more freedom to
to
adjust what you're working with like if
you look at this this model is is right
here it's fairly complex design but
really each of these components these
are these seven components here it's
just its own unique little little uh
design elements and you know
individually they're not that
interesting if you look at this
they are this is mirrored so sweet
look what this is It's like a curve and
another curve
I don't have a priest here that's like
making something sharper
and we made it soft and we made it solid
says
unsolidated like that's the shape that's
the really the basic fix really simple
but suddenly when you add some of these
extra
uh
sort of extra modifiers and make
something that's very interesting and
especially in the United States where
you start to play with how the
subdivision like moves moves next to
itself like if we move this Edge a
little bit closer it sort of there's a
crease there which is a really
interesting effect
thanks
to this other side listening to the
other side as well
so we can we can create a bit of relief
just by taking taking a central Edge and
this is how it was originally basically
without this little file it's like that
and then I added a couple of these
a little extra edges here
how to solidify
take one of these maybe add another one
take it and just move it in and have
this image so that's how the entire
model is created uh it's very very fast
to do this kind of thing
um and you really you know especially if
you're starting from a sketch there's no
better way my in my view to just quickly
draw out the shape and then and then
start pushing and pulling the the edges
and the vertices to make something
that's uh that feels interesting or a
little bit more alive
um
the the no grain here on the edge is uh
it was actually also circles in the red
it's not on the right it's really just a
like a ring
where each of these little
uh sort of
each one of the lines all that
constitutes the ring has been extended
outwards so it can do the operation for
you if you're curious and take each one
of these
and just let's see if it's rude
a little bit
a little bit and then we can escape
and take each individual one and scale
it looks like there's a little button
here that lets you change where things
are scaled to you can scale them on
individual Origins oops
is
is huge
only edges underneath
and why it's not doing that uh well
there is a way to take each one of these
and just move them out and then scale
each one of them individually
um
okay like this and then scale it down
and then you have a little no that comes
out
um and uh and you get it all around it
and you have a
something that can be that can exist
inside this Edge
but it exists as
love because I only have little only
that only the little milgrain
protrusions are working out itself
um
yeah so going back to the
um
in the backs of the last ring
those seconds
so I was thinking you know maybe you
want to have a a
ring showing that you are uh what if you
have a positive test for for Coronavirus
in antibodies uh it signifies that
you're free to free to work and move
around
um so you have a ring that has this text
so the text is also really quite simple
um
perhaps as a is a type of object in
blender so you can create to learn how
you add a mesh to you know add a curve
or at a surface you can attached
um and then the the actual
um
the actual uh
text could still be edited even though
it's
you know the opposite protocol to it and
then right so in this case
this game
being actually this this Rim has a
slight curve to it or it slides downward
slope so we don't want we don't want a
text to just come straight out we want
to touch that comes at an angle so if we
can create a shrink graph that sort of
fixes it to the effects of it to the
surface
and then solidifies what gives it
emboss so that's a really easy uh
easy thing to add it can be a little bit
um
uh
it can be a little bit uh tricky because
if you create text like this it's common
that you'll end up with quite sharp uh
sort of areas between the embossed and
that could actually be a problematic
when you're when you're passing in resin
you're printing your parts and passing
them uh so if you want to take those you
can give them a little bit of a sort of
stress relief in the in the casting
process
um just by
yeah
so you can give them a little bit of
bevel depth and that will sort of take
the strain off because it's it's kind of
enabled straight down
so
uh yeah and then and then what to do
about the middle the middle is its own
is its own empty spot here
um so one really cool way to we talked
about this in a zebra throughout America
one completely cool way to add interest
or ADD
low THC you can you can really quickly
do in blender is take a take a space uh
or take a surface and then
what was called displacing it
um with a
image that that basically encodes uh
vertical height information so this
right now this goes flat
plane
that actually
been subdivided a lot in the system
subdivided a huge amount
so it actually has a lot of geometry in
there but it looks flat
if you take this and then we unwrap it
unwrapping it what that does is
take a second here
what unwrapping it does is it sort of
creates a map of a projection like a
like a you know map of the Earth of the
surface
and that lets you apply
um
really you should unwrap before we
subdivide it
to a lot of value
in that kind of attraction
certainly difficulties guys come on
great TV
so yeah now I've unwrapped it I did I
did the wrong on my option
um
look at our images right now we have the
plane just coming back to you and let's
say we want to have a
um
like an embossed area here the embossed
version with an image or with a kind of
Bob release
we're going to take the there's a
modifier for that so we go into the
modifier stack and you go down to this
place
create a texture
and the texture
we'll have a
browser
have this texture it's not really has a
progress uh it's a little horse guy
so you can do something like that just
instantly create a create a relief this
this image is uh what's called the alpha
so you can look online and find Alphas
you can also create Alphas from almost
any 3D models that we have a model you
can create a sort of 2.5 D relief from
it that doesn't have any undercuts it's
just like comes straight out of your
your model and it's mostly flat but it
gives you a a bit of sort of textural
movie
um so let's see yeah created a uh
there's actually a blend file that I can
that I can share
um
which generates these release so I
created one that is uh shows you gives
you all the instructions for how to do
this uh so let's import a little
coronavirus
um
or it's a model that I found on the CDC
website for the center of our of our
ring
load in here
unload in
follow the instructions to make sure
that this is in the right spot
this ones are paying most different
because we've created all these like
Dynamic you know movable viewports and
stuff but really it's not it's the same
program we've just plug split out the
viewport in a lot of ways
it could be
brought back to its normal State quite
easily
um
depth here
like
okay
what I'm doing is I'm sort of pulling
out the depth information from this
model to give me the ability to make an
image like this where it impose just the
um
2.5 the just depth information of the uh
of the image
so that load
[Music]
um
let me go here
I say top here
all that
I'll put the constrain
want to do that this place again
distribute this place
for film our
your image
make sure it's natural
yeah now we have this like cool sort of
uh three to 2.5 D relief of uh of a
coronavirus uh firion uh in the middle
of our
um
positive antigen uh
Plastering for 2020. so thanks guys
again for watching really appreciate it
uh would love to answer any questions uh
feel free to send them along uh and have
a great day
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