Introduction To Jewelry Design and Animation in Blender 3d | Nityam Patel | Skillshare

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Introduction To Jewelry Design and Animation in Blender 3d

teacher avatar Nityam Patel

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:05

    • 2.

      Modeling Of Diamond Ring

      12:14

    • 3.

      Elevating Diamond Rings with Materials, Background, Lighting

      5:31

    • 4.

      Creating The Opening Scene of Animation for a Diamond Ring

      12:01

    • 5.

      The Diamond Ring Reveal Animation Scene Creation

      13:02

    • 6.

      Creating A Symmetrical Spin Animation for a Diamond Ring

      11:07

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About This Class

Welcome to our captivating five-episode tutorial series on crafting a stunning diamond ring with mesmerizing animation! In the first video, i will teach you how to create the amazing diamond ring using the art of modeling technique. Then, in the second video, i will make it look super realistic by adding materials and lighting effects. Next, get ready for some animation! In the third video, i will teach you the animation of diamond joins the ring, and in the fourth, rings spin around. Finally, in the last video, i will put it an awesome final shot. Come along on this journey with us and learn how to make a stunning diamond ring with amazing animations! Lastly i will provide the HDRI as a reference that i used in this series.

Drop a comment below and let me know what do you think about.

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Meet Your Teacher

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Nityam Patel

Teacher

Hello, I'm Nityam Patel, and I'm deeply passionate about the world of Visual Effects (VFX) and Computer Generated Imagery (CGI). Over the past six years, I've immersed myself in this captivating realm, honing my skills and pushing the boundaries of what's possible in digital artistry.

My journey began with a fascination for the intersection of technology and creativity. I've dedicated countless hours to mastering Blender, an open-source 3D creation suite, and various other 3D animation software. These tools serve as my canvas, allowing me to sculpt mesmerizing cinematic experiences that captivate audiences.

What sets my work apart is my ability to infuse soul into pixels, creating immersive narratives that evoke wonder and emotion. Whether I'm orchestrating complex particl... See full profile

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Transcripts

1. Introduction: Hey everyone and welcome to our exciting new series. In this series, we will diving deep into the world of jewelry, design, and animation. Here the class is divided into the total five episode in which we will unvel the creation of this amazing diamond ring with three different animation. In the first episode, I will show you how to make the diamond ring using the basic modeling technique without any reference. In the second episode, we will add some material to make it sparkle and also add the background and lighting. Episode three, we will start our first animation in which the diamond will come down from the top and join to the ring. In the fourth episode, I will do the final sort of the ring and give the camera an object movement by using graph. In the fifth episode, I will do the animation of two rings which are parallel rooted together in all the animation. I also set up the lighting and I will set the resources which I used. Let's get started with the first episode, and I see you there. 2. Modeling Of Diamond Ring: Hey everyone. Welcome to the first episode of modeling of the diamond ring. In this episode, I'm going to show you how you can create the model of the diamond ring. For modeling of the ring shape, I'm adding a circle, So here is our circle. Now at the left corner, you can see the add circle option where you can change the vertices, the vertises, so that the circle will be formed by using the number of vertices. Here, our circle will be made by 100 vertises. Here I rotate in y direction by R, Y 90. Then I scale in size. Now I'm going to the front view and delete the half circle by pressing tab. I'm going to the edit mode and select the half of the Vertasis. And press X to delete Vertasis. The reason I made half circle first and apply the meter modified to get full ring. Now I'm extort in X direction by pressing and X and give it to width about like this. Now look at the image. Our upper part is less than a half, so I'm going to the front view and select these two vertices. But here you can see that these two vertages are not selected. So make sure you are turning on the x ray mode so that all the hidden vertages behind the first one is automatically selected. And after that, I delete the vertages by pressing X. Here I've narrowed down some starting few vertices by turning on the proportional editing object. And scale it so that those vertices which are in the range of the circle are also be scaled sequentially. So now I'm going to add some thickness by going to front and select all. And then praise all and select extrude face along, normal. If you directly extrude by using E, you cannot get the perfect align like this one. Here you can see that our bottom part of the ring is perfectly fitted on half, but at the upper part it not fitted on the half. I select some interior part of the ring and grab to complete the half. Here I decrease the proportional editing object size by scrolling the mouse will and select each vertises and grab it towards completing the half circle, and then selecting some outer vertices and grab it up for direction. It gets some unique design here I use the proposional editing object and grab it to get the cove shape and make sure you are turning on the x ray mode so that the vertices behind it also be selected. Now it has taken the form of cove from the above, but it looked like a very sharp. To smooth it out, I apply a bevel modifier that the property of the bevel modifier is appear. Here we can change the segment and amount value to get a different type of smoothness. Here I slightly increase the amount value and also increase some segment value to like six. And close to it at the corner, it becomes smoother. And now I'm adding another modifier which is a subdivision surface so that it can be eliminate all the Sar pages here you can see that the difference of after adding a subdivision surface and set the viewpoint and render layer to two after that place, right lick and select it smooth. Now our object is totally smooth. Our half of the ring part is almost ready. Now I'm adding a mirror modifier and select y axes instead of x. But you can see that at middle it becomes a little gap. If I grab the ring, then the whole ring can be followed. To solve this problem, I'm adding a plane and rotate in by R, Y and 90 and grab it behind the ring by G, x. I'm going to the front view. Select the ring and select the mirror object to the plane. Now if I grab the object, it can be go the opposite side. So basically we add a plane for a support, but you can see that the gap is still there. Here I select the clipping option, and by using the plane support, I grab the ring to Y direction, or maybe the other half of the ring. Both the ring are very close to it, and by using the clipping option, it can be merged. So you can see that the gap is eliminated and the connection is very clean. But here just we add a modifier not apply. If you grab the object then it can be move opposite and cannot ready for the animation. But I recommended you to create the whole ring along with the material and then apply the modifier. Here I'm adding a loop cut by using controller at the middle of the circle and give some thickness by scaling in size. But the first one is go upward. So I unselect these first two vertices, it's looked like a slightly thicker from the middle here, our modeling of the ring is almost completed. But we can apply the mirror modifier after the whole modeling and the material is applied. Now we have to put the diamond above the ring. I'm adding a diamond by going to the Ad Mace, and in the diamond option, select the first brilliant diamond. The diamond is up here and I'm grabbing in that direction and place above it. If you don't have a diamond option, then you can go to the added preference. And in add ons such extra and tick mark on the extra mas option that many more objects or the mas along with the diamond disappear back to the diamond. I'm going to the front view and decrease the scale size and perfectly placed on the ring and then going to the top view. And by turning on the x ray mode, I'm grabbing in x direction to place proper on the ring. Now over diamond is placed center above the ring. Here you can see that the yellow dot, which is the object origin from where the graph scale and rotation can be done. Here I change the yellow dot position, I select the last one vertices, and by pressing Shift test, select cursor to selected. The cursor will come to the selected part in the object mode, select set origin and origin to three decursor, the position of the yellow dot at the bottom. And you can adjust the scale from the bottom so that you can adjust the size without changing its place. And here I'm increase the size by holding shift, it can be increased the minor size. Now I'm hit the plane and select all and by rotate in z direction, by R, z and 45 degree because the handle is almost the 45 to the ring. And I can easily made in the front view for making the handle. I'm using a pen tool as a reference here, I'm drawing the handle shape manually, just as a reference. Here, it's not look perfect, but for reference, it's okay. For a reference, I'm adding a cube and decrease the scale size and place at the top of the handle for making the circular. I'm adding a subdivision surface and increase the level to three to get a perfect circle result. Here I'm rotating in such a way that it can be extended in both ways. Now I'm turning on the tremor and select these two vertices and extend in this direction. It's the same way. Now I select these two opposite vertices and extend on this way. I know it has not taken shape yet, but by grabbing the vertices, I will give it shape. Here I select the one vertices and grab it according to a drawing shapes. The same way I select the vertices one by one and then give it to shape. Make sure you are in the front view and turning on the Xray mode. If the Xtra mode is not turn on, then only the front vertiss can change its shape, not the rear one because of, I mean, x direction view. Then the grabbing can be only effect on the Y, Z direction, that the width of the handle cannot be changed. That's why I wrote it in 45 degrees. If you can't feed the shape by grabbing the vertiss, you can simply add some loop cut to get the perfect shape. Here I give the shape of the handle manually because the draw line cannot be made proper for the inner vertices. I minor touch the diamond here. I almost made the shape of the handle, but in the object mode I found out that it has the more thickness at the middle. I changed it now from the side. I think it's perfect. Now I'm going to the top. And to narrow down its tail, I turn on the proposal editing object and decrease the size. Now it's look perfect and by scaling in x direction, you can adjust its width. I turn off the pentolcause, I no longer need it. Then by pressing rightly, I do the smooth. Now we have to make it three sides as we did in object. To duplicate the other side by mirror modifier. We have to do the same thing to complete another three parts. For the support, I'm adding a plane, but here you can see that the plane is not perfectly at the center, but we can change it later. First, I select the handle and use the mirror modifier. And select the both X, X and y, but it can be opposite. I select the plane to get the support. After that, I wrote it in 45 degree Because of the plane is not at the center, it is not perfectly I grabbing in x and y direction to match it proper. Whenever you satisfied with your work, please do not forget to save the file by using controls. After some changing its position, reading of the handle is completed. It's look good, but the mirror modifier is still not a light. It has me chance to lose their position, but we can fix it later. First thing I do is select all the part of the diamond ring including the plane. And at the last I select the outer ring, It can be selected by yellow border and press control and select object with keep transform. If I change the position of the ring, the whole diamond ring can be dejected. And it can be follow all the things like rotate, scale and changing the position now back to its place by rotate in z direction by R z -45 Here our diamond rings look good, but the outer vertices of the ring is slightly upper. I select those vertices and grab it down by turning on the proportional editing object. I also adjust another vertices around it properly. Here our modeling of the ring is completed. If you're totally satisfied with your project, then you can apply the modifier here. I simply applied it. Now, if you are unhide the plane which we use as a support, it is now separated from the ring portion, but all the animation I will do in another file. So I will call him back and let him be by using control Z so that if I want to change something, I change it later. Here our modeling of the diamond ring is completed. In the next video, I will do a material lighting, so it's Lookal. Meet you in the next class. 3. Elevating Diamond Rings with Materials, Background, Lighting: Hey everyone. In the second episode I'm going to apply some material and add some lighting and background here. I start with adding HDRI, so I go to the wall property and change the color to environment texture, and then go to the render view. So before I apply the DRI, first I change the render engine to a cycle and now apply the HDRI here. The DRI is provided into the project resources so you can use it. Okay, Now DRI is apply here. I change some sample in the Viewport to like 50 and then change the device to GPU compute. If you don't have a GPU in your device, then you can simply use the CPU I back to the layout, and now I'm simply add a plane for a background and rotate the plane in Dixon by R, Y and 90 and placing behind the ring and increase the scale size, it covered the whole area or the background here. Our background is placed now for lighting, I'm adding a two plane for the side lighting. Here I rotate in x dijection by Rx 90 and place right side to the ring. And here I slightly rotate a plane towards the ring. Here we can use the plane as the light. I'm going to the shading view, but here we are in Material View. I chain the render view and then select the plane and add a new material. And for making the light, I simply delete the principal SDF. And by pressing shift, I'm adding a new node which is emission node. And connect the emission to material output surface. And you can see that the increase of the strain can increase the light power. Here the emission node is used for adding a emit light with containing the color and strength value. Here I'm increase the size of the plane so that it creates a good source of light. Now I'm increasing the power value. By increasing in strength value, I set the value to ten by the way, you can also change the color. Now I'm applying a material to the ring. I select the ring and select the new material. Here the principal BSDF is up here. And here I increase the metallic value to one. It can become the metal and decrease the roughness value, it becomes the full deflectible. But here I slightly increase the roughness value so that it becomes the tiny blurry for the deflection of light. Here I increase the specular value, select the specular and increase the R value to one. Also slightly increase the anisotropic and the rotation value. And here in emison value 21 and bring down the color to like a plaque. Now the body of the ring part is look like a made in steel. But you can see that the white reflect is too much, which is the reflexion of behind the plane. Look at this. If I change the color, the reflexion will also change to eliminating the reflexion of plane. Here I select the plane and go to the object property. In the visibility, I uncheck the glossy effect. You can see that the background plane of the light is totally eliminating. And the ring is look like a steel ring. Now, after giving the material, I select the ring and then change the name of the ring. Here I give the same material to the handle. I select the handle and directly select the steel ring, it becomes the copy of the material. Now select the diamond and give the new material. But for the diamond, I don't need the principal BSDF. I delete it, and I'm adding a glass SDF. And connect the SDF to the surface, it becomes the glass of the material. But here I change the IR value. Ir means the index of reflection. If you set R value to one, then all the light passes through a straight, like a transparent. But if you increase the R value, then it can become the more reflectible. Here all three model of the material is applied. Now I set up the light, so I duplicate the light and placed opposite of the first one so that the source of the light can come from both lights. And for the front light, I'm adding a Da light and placed in front of the object and rotate towards the ring. And just is position proper. But in the next episode I will change the light property and position according to the animation. For now in the data property, I increase the power value to like 500 or even more like 1,000 Here the effect of front light will be less cost. Our object is too much big. Now we complete the set up of the lighting and apply the material, we are ready to animation. In the next video, I will do the animation in which the diamond joined to the ring. Meet you in the next class. 4. Creating The Opening Scene of Animation for a Diamond Ring: Hey everyone, welcome to the third episode of Diamond Ring animation. In this part, I'm going to animate a diamond in which the diamond will come down from the top, along with the circular rotation and get a tail to the ring. So here I set all the name for easy identification and I will do the animation in another copied file. So for the body of the ring, I simply applied the mirror modifier because now I don't want to change anything but its original file, it kept separately. Here you can see that there is another file in which I will do animation. Start with the animation first, I simply delete the plane behind the ring because I don't need anymore and our ring does not rest on the plane. But here there is another plane for the handle, which I will not delete because I'm going to give it safe key. With the use of shape key, we can open the handle for animation for the front view of the handle. I rotate the ring to 45 degrees so that I can easily change or edit the handle for the safe key. So for add the safe key, I select the handle and go to the data property. Here you can see the section of shape key. Click on plus icon to add Basic and press another time. Then it will add the first safe key. Before I use, I will explain the basics of safe key. Suppose it is the handle of the ring. When you add a basic key, the blender will remember the safe as original set value to zero, and after that add a key one. By selecting the key one, you can change the different shape. In the added mode here, the value of this different shape is one. And that's it. By changing value zero to one, it can be animated and you can simply change the shape by adjusting the value. Now back to the animation. By selecting the key one, I'm going to the addit mode and simply change the shape of the handle by not applying the mirror modifier. All the change I do in the one handle, it can be same effect on all of the handle. And after going to the object mode, I can simply change the shape by changing the value. If I applied the mirror modifier, then I would have changed the handle shape four times. Obviously, the result is not the same in all the four times. That's why I didn't delete the plane of the handle by little adjustment. I have changed the shape of the handle and I think it is ready for the animation. Now, after changing the shape of the handle, I simply back to rotate the ring to its original place. Now onto the animation simply. First I'm adding a camera and here our camera is appear by placing Numped zero. I'm in the camera view by pressing shift ten til I can move the camera by using Ls and D. By using Ls and D, you can go forward backward, left side, and right side. By using Q and D, you can go downward and upward. Here I pull up the time bar. And if I hit the space, then the time bar is start moving. Here I change the end frame to 100 or 110. My animation start frame one to 110 for animation. First I go to the frame one and adjust the camera movement. Here I'm adjusting camera in such a way that the camera can capture the diamond which is fall from top to bottom. After set the position of the camera, I praise and select a location and rotation. At frame one, the camera location and rotation can be saved. Now I'm going to the last frame at 01:10 and adjust the camera view where the animation can be end. Here I bring down the camera to like half of the ring and place right side close to it so it's look like a camera can watching the ring from the right side at the last frame after the exjusting the camera. I simply praise I again and set the location and rotation. Now if you hit the space burden, the camera can start moving from our first position to last position, around 50 frames A. Here I notice a camera position is too much at left area. I adjust it and give another key frame for the animation, the camera movement. I think it is good. At the last frame, the camera can go outside the background. I simply increase the scale size so that it can cover the whole area. And now it is perfect. Okay, so our camera movement is complete for the animation. So now I have to animate the diamond here at the 70 frame, I want to diamond at this location. So first I give the key frame, and then I go to the first frame and pull the diamond upwards. And then give the key frame from frame one to frame 70. The diamond will come down from above. Then I pull the bar from the side here. I'm going to the Item menu, in which I give the circular rotation on its axis. Here I only want to rotate on Jed axis, That's why I pull up this bar. First I change the value of j axis to like 3,000 and then give the key frame from frame one to frame 70, it's rotate 300 degree to zero degree on its own axis. And here I want to speed like fast to slow. Here what I do at frame 30, I give the key frame and drag to 15 frames. Whatever happens in frame one to 30 will happen in 1215 frame. Basically, it's become fast, and by pressing on the timeline, I select the linear, it gives the constant movement. Like one to 15 is much fast and then slow. But at starting the rotation of diamond is too much, I change the value, look at it. At the 15 frame, the value is around 202. At the first frame, I set the value more than 202 and less than 300, and I selected 250 and give the key frame. I think it is perfect for the anime. Here our movement of diamond is also be completed. Now onto the handle. Here I select the handle and I have to give the animation like it will remain open and close. When the diamond comes here, diamond arrives at 70 frames. At the 70 frame, the value is one, and I use the key frame around 90 or maybe 85 frame, I close the handle, I select the zero and give the key frame here. I select the key frame at 70 and grab to like a 65. So that it would appear that as soon as the diamonds arrive it will begin to close. Now I think it's look fine. Now here I'm open the render view and let's check again. Okay, so now it's perfect and make sure you are in the cycle engine and the device is P. The camera diamond and handle movements is now completed and only thing remains to do is setting up some lights and background. Here I give some little adjustment of the light and also change the color and some property of the background. Here I darken the color, pat, and change some property like a specular value. Here I bring down the specular value all the way zero. The reflection of the light is very lace, but the reflection of the light on the ring is too much. Here, I put little away from the ring now that's fine. Now, by using the composition tab here, I'm adding some sign. Around 100 frame, I render the one image. I changed the render sample to like a 200 in doubtful property. Make sure the file format is PNG here, I'm going to the render and render image. It takes some time to render the image out. After the render, I simply minimize it. And going to the render in view here you can see a rendered image from the left corner. I'm going to add a vertical splint. And in the right window I change the render view to compositor, not go to the deeply. Here I select the use node option, the two nodes is appear and make gap between them. And here I'm adding a node which is a glare node. Here you can see that it get a much sinar. I mess with some value. If you hold a cursor on the particular value, then you can see that, a little info about that. Here I start with the decreasing the F value. Here the Fed value is, factor out the streak and mess with some other value until it's look fine. I recommended you to not copy the actual value. Just try your own here. At the last, I'm going to the layout view and simply change the color management value to get the different result here, the color management value can be effect on the whole scene. I slightly changed the values here I change the exposure and gamma value and also tick mark on the use Cove option and mess with some value now I think it's look fine and we are almost done for the first animation for render result, I check the sample value to 200 and check on the nose option in the render view and in the output property there is my default camera resolution. And here I set the 20 FP. If you change the 60 FPS, then it gets much smoother and much faster. But I set to default like a 24, and I think it is okay. If you want another FPS, then you can simply change it. After that, verify your frame range from start to end. In the output, I simply select the folder in which our animation can be stored. I create a new folder and change the name to animation one. You can do anywhere you want to store it. After the setting of the name, I simply exhibit here you can verify the file part. And in the file format I select the F M pec in the encoding, change the container value to Mpeg four. Don't forget to save the file now, before the render animation, make sure you are in the layout view. Otherwise it will render the twice at the last go to the render and render animation. Now it takes much time to render it because it renders frame one to frame 70. Each of the frame after the render here is my render result. I hope you like it. If it's the query, then you can comment down below. There is our first shot. In the next video, we will do the second shot of the animation. Meet you in the next class. 5. The Diamond Ring Reveal Animation Scene Creation: Hey everyone, welcome to the fourth episode of animation. In this episode, I'm going to give another sort of animation. And for another sort I create another file. So in this animation I need a ground. So first I'm adding a plane and grab under the ring. And after the perfectly placing I'm increase the scale size. So now it is appeared to be as a ground in this file, I've already applied the meter modifier to the ring and change the object name. Now for the animation, I pull up the time line here. I need around 70 frame. I change the end frame to 70. Here I rotate the ring in such a way that it's look like slightly from the side. Here I create the last in in which the diamond ring can be revealed by simple rotation. From this position my animation will be start. Now, main thing I'm for studying the camera by adding camera and by pressing number zero, I go to the camera view by using if ten tail. I can do simply movement by using SND. First I set up the camera to very close to the ring. Like this at the last show, the camera moving away from the ring. Here I set up the camera for the first frame, and after setting up the camera, I simply give the key frame by using and then go to the last frame and give the last frame position. Here I am keeping a little distance from the ring, and at the 70, I give you another key frame and I also want a fast to slow movement of the camera. I going to the half frame, like 35, and give you the key frame. Now select the key frame of the 35 and grab to like a 15 frame. Here you can see that a camera can move fast and then slow. But because of the timeline is basier, the movement is not uniform according to the speed. By using the vertical split, I'm adding another window in the left side of the window. I'm simply upon the graph editor here. All the movement of the camera we can see as a graph. You can see there are so many lines I simply hide, which I don't need. My camera movement is only in X location. I only turn on the X location for the animation. I have three key frames, and the three points are in the graph 15-70 frames. I give the constant movement and set manually to its linear movement. Suppose my graphs look like this, with the three values, 015.70 0-15 The moment is fast, but because of it is basier, after that, the movement is very slow, like a zero movement here, 15-70 I just simply create a manually linear shape. From the starting the camera moment, you start increasing the speed because of bas Ier and then constant here, 15-70 I simply adjust the graph like a linear so that after the 15, it becomes the constant movement. Here also ajusts the starting key frame. Don't directly copy it, just check how your animation needs look. And if you do not satisfy, then aust until you want. Now check the camera moment. Yeah, I think it's perfect. By the way. You can also change the position from the graph like this. Now, camera moment is increasing the speed and then constant like a product reveal. Then the camera moment is done now onto the ring. Here. I don't close the graph window because I also used for the ring at the frame one. I set the ring position like this and go to the last frame, Rotate it here, I simply give the rotation in all of the detection like x, y, z. After giving the position, I add another key frame, it get the normal rotation as we did in camera. I give the key frame at 35 and grab 215 and adjust the movement in the graph. I open the graph but it's look very complex. To avoid the confusion, I recommended you to hide the keyframe that you don't need here. I want only z rotation. I only open the z rotation and adjust the moment like as we did in camera at the start, zero to 15 create the baser, and then for constant movement create the linear. Here, I give the same moment as I did in camera. It matched with the camera so that it will be animate like it devel the product for the last scene. Here I only want to animate a ring and the camera. After the animate, I simply join the area. And here you can see that our movement of animation is fine. Now after the animation, we have to adjust the lighting and background. So make sure the device is chip and engine is cycle. Now I open the render view. Yeah, it's too much bright here, I little grab away from the ring and little rotate to distract it. But it's too much bright. Now here I decrease the scale size and just match with the scene. Another thing is if you select the plane and go to the object property, make sure the glossy is done off, otherwise it reflects the much light on the ring. Here I place the light again close to it at the corner part. The light is tiny, reflect, now I'm changed the material of the plane of the ground. I go to the material and add a new material here. I turn off the roughness value to zero, Then the reflection is clear and increase the metallic value to like half and more. It almost becomes the glass. Here you can see that the white plane on the ground is too much reflect, which is the HDRI in the Ceding view, I can edit the property of HDRI. To do that, I change the object to world. Here is my DRI property. Now I select the missed texture and press control. Then you can see that the two nodes appear, which is called the node granular to enable it to go to the edit reference addons, search node wranglar and take mark on this option. By using the mapping node, we can change the particular value to the particular axis. I simply change the value of Z Xs to rotation. You can see that the DRI is rotated in Z Xs. Here I rotate in such a way that it clear the area, I think it's fine and there is no reflection of the R. Now back to the layout, you, I select the floor and change some other property first to become a little blurry to the floor. I simply slightly increase the roughness value. It becomes a little blurry and also increase the metallic value, it becomes the class type. After that, select the background plane and also mess with some property. First I bring down specular value all the way down so that the light reflection is very less. I match the color with the floor color and also use the Dropper tool to mess the color. It is not necessary to give the exactly the same color, but I simply just match it here I mess with some metallic roughness, specular, and some basic color value to get the perfect result. I also recommended you to mess with some all the value like I do so that you also know which value works in which way. After changing some of the value, I think I find the perfect matching result. I can't exactly copy the material from the floor because our floor of the material is reflective. Without reflection, I have to match the color with the floor. Now our moment of the animation and the lighting is perfect. I render the one image and add a glare node as I did in the previous sort. I take the 200 sample and the file formats pen G, and after that I render the single image out. After render image, I simply minimize it and go to the render view. And here I open another window by using a vertical splint. At the left window is my render view. And I change the right window to a compositor. As we did in the first shot, I select the used node option and add a glare node. By placing it, add a glare and place between the two of them. Now here I mess with some glare property like decrease the fat value. And here I increase the color management value and also change the threshold value. Here I reduce the sininess by changing the value of Clare. I adjust the value while looking the left side of the window. After changing the value, I'm going to the layer, and here I change the color management value. As I told you in the first sort, the color management value can be effect on whole scenery. I slightly increase or decrease the value to get a perfect result. Here I also take mark on the use Co option and mess with some value until I find the based result. If you are satisfied with your file, then don't forget to save the file by using controllers. Now after changing the value, I simply set the render result. Here I said the old setting which I already did in the first sort like 200 sample and default camera dissolution 24 Ps. Here, check the start and end frame 1270 and here is the main point for the output setting. When you are selecting the folder, I recommended you to create a new folder, not the old one, in which you kept the last tender clip. For the animation two, I create the new folder name, animation two and accept the folder and change the file format is FFmpec in the encoding, change the container value to M pec four. After set up all the settings simply go to the layout and then go to the first frame. And then hit the render and render animation. But here I noticed two things, the white shadow on the ring and the light reflection on the diamond. Okay, so I check the render view and yeah, there is too much white shadow. So what I do first I select the floor and go to the object property and draw on the glossiness. Okay, so it can be eliminate a little shadow in the material. I simply increase the metallic value and yeah, there is much better. And here I simply increase the roughness value to get the blurry reflexion. And here I set the value to like 0.0 75. And I think it's perfect compared to the first one. Another thing is the much reflection on the ring or the diamond To eliminate the reflection, first I check which light has more reflection by hiding it. Here I found the area light. I unite this two side light and everything. I will change in area light. By selecting the area light, I go to the data property and uncheck the multiple importance in the render property. Turn on the denoise option as well so that it dinos the image and get the result like render. And that's it, I think it's perfect and every render setting we already done before, I simply go to you view and hit render animation. It will take some time to render the animation and here is my final render result. I render this video as a last clip. And if you do not satisfy the result that you want, then simply mess with some value due to which you will also get to learn something. If you face an inquiry, then you can comment it. In the last video, I'm going to give you another sort in which the two ring are rooted parallel, Meet you in the next class. 6. Creating A Symmetrical Spin Animation for a Diamond Ring: So hey everyone, welcome to the last episode of Diamond Ring animation. In the last episode, I'm going to give my final sort in which the two ring are parallel rotate. So I had a basic need for the animation, which is the camera by pressing num ped zero, I'm going to the camera view and by pressing shift ten tail, I can move the camera by using ASN D. Here I'm setting a camera in such a way that it can be a front view of the diamond ring. Now I need another diamond ring, so I simply select all along with the plane and then swiftly to duplicate it. And by right placing it, default position here, or another ring which is ring 0.01 is appear. Now I'm hiding the plane in both the ring. Now if you select the one ring and grab it, then you can see the another ring behind it. I select the first ring and rotate in Y direction by R, Y. And just like this now, it's the same way. I select another ring and rotate in also wide direction and place opposite to the first one. With keeping this distance, I'm placing the two ring parallel like this. And here I set the position of the ring in this direction where the rings animation is. Ends. After the parallel, I rotate the ring in that direction around. I think 40 is enough. R, Z, and 40, it's the same way. I select another ring and simply rotate opposite R and -40 Here I take the end frame to around 70. You can make as many frames as you want. As I told you, this is my end position. So I'm going to frame 70 at the end and give the key frame. It will take around 30 frames to rotate it. I think at the Frame 40, I changed the rotation of the both ring oppositely. Here I rotate the ring in that direction about yeah, positive 40. And to give another one opposite movement, select another ring and rotate in -40 At the frame 40, I give you another key frame. Yeah, I think it's perfect. Now for the starting, I'm going to the frame one, select the first ring and now rotate in where then? Yeah, I have to rotate in left side around like a positive 30 R in positive 30. And same way select another ring, and here I select the negative 30. But I want to bring the ring from outside the camera. Here I give some random rotation like in x direction, around -30 For another ring, I have to give also A -30 in X direction, because our rotation is opposite but the movement is same. Then select the both ring and keep it slightly out of the camera. By manually after placing both ring outside. I select the both ring and give the key frame. Now if I play the animation. Yeah, I think it's look fine. By the way. If you want to change anything between the animation, go to that frame and change anything and then give the key frame. Here I place both ring almost parallel to each other and then after selecting both ring, I give you the key frame so that it's look, yeah, fine. Now, I have to animate the camera as it were approaching from the far first, keeping the camera away from the ring. At the first frame, I give the key frame, then go to the last frame and put the camera close to the ring. After placing the camera, I give another key frame. Now if you're play the animation. Yeah, I think it's perfect, but it's bezier. I select the both key frame and praise and select the linear now. It gives the constant movement. Now, time to set up the lighting and background. I'm going to the render view and yeah, as usual, too much, right? If you hide the light one by one, then you can see that the area light can be reflect too much. But here, I don't want to stop the reflection altogether. Instead, I decrease the scale size and placed very close to the ring and rotate towards the ring as you can see the reflection on it. Yeah, I think it's reflection is fine. And there is another reflection of the side to plane. Select the right side of the plane and go to the object property. And now in the visibility, if I turn the glossy, then it can be eliminate the white side. But you can see that the reflection on the above one diamond which is of the area light. What I do, I go to the data property and here I decrease the power. The reflexion is less but not totally eliminate. I turn off the multiple importance. It eliminates, but not totally because the light is too much close to the ring. Here you can see that the white blurry shadow is still there. But it's fine for the little reflexion. Now for the left side of the plane, I adjust the size or other property so that it cannot be get over shadow or reflexion. But in this case I do not turn off the glossy. Otherwise the reflexion is totally off for the ring because we already turn off the reflexion from the right side of the plane. Here. I simply change the rotation and the scale size from the camera so that I can see the reflection from the camera. I think I have to decrease the power, but the plane is copy of the material. Everything I change in this plane will also be happened in the other one. And to separate them, select the two number and then change the property. Now the two plane of the material is separated. Now I decrease the strength value and check it, not the three. I think six, It is still not perfect. I increase or decrease the scale size and give some random rotation here. I think I have to change the place of the plane slightly from the front. And yeah, it's perfect. I change back the string value to 104, much brighter. And you can also change the color. If you want to give some different light, then you can simply give it. But I change to white our animation and the light can be done as we did in previous two animation, adding a glare node here, I change the render sample to like 200, and I render the image at frame 70. After render the image, I minimize it and going to the render view, I simply add a vertical split and at the right side window, open the compositor tab, select on used node option, and add a glare node between them. It's the same way I simply mess with some property so it's looks shiny. First, I decrease the Fed value and then increase the thresholde value and increase some color management value. As I told you, do not directly copy the value. Instead, try changing the new value yourself so that you have an idea. By changing which value, what will happen. So that here I changing the glare value, as usual, I change the color management value to get better results by changing the exposure and gamma value very slightly because it affects the whole scene. By holding the shift value I can slightly change the value and as usual also tick mark on the use co option and mess with some value whenever you get the progress. Don't forget to save the file by using controllers. And after changing and setting up some value here, I simply change the render setting. Here engine is cycle and here the camera Dissolution is my default setting set to 24 Ps. And the main thing here I create a new folder here I recommended you to create a new folder whenever you render the video after exhibit. Here, file format is FFmpec video and Indian encoding set container to Mpeg four. Now everything is set up and we are ready for the animation. So I'm going to the Viewpod at the first frame and tender the animation. If you find a problem, then solve it. At around two to three frame, I find a very blurry white shadow here. You can see that I find this problem, but our background has no glossy effect. Do some searching, I found a problem which is the problem of DRI. Here. Our right side of the DRI wall is too much white, that is the reflection of the wall. What I do, I simply duplicate the background plane and place it in such a way that the right side of the ring is covered. Here I placing behind the light. And here I increase the scale size too much. But since it is the duplicate of the background, every change I do in the right side of the wall, then it can affect the both of the background because it is the copied material. Now if I press the two button, now it is separated here. I'm going to the object property and turn of the glossiness. Now our background is glossy. If I change the color, then it affects on the ring. Also here what I do, I simply increase the metallic value and decrease the roughness value. That effect is also be reflected here. I change the color to totally white and everything I change in metallic and roughness value to match with the ring or I simply see the value of the ring, roughness is 0.041 Now I select the wall and set roughness to 0.041 Here I mess with some color management value. After solve this problem, I'm going to the layout and add the 200 sample. And then from the frame one here, I simply render the animation here. It takes some time to render it out. Here is my render result. I hope you like it. If you face with the problem while doing any project, mess with the possible setting until it fixed. If you try this animation, then you can also applaud in the class gallery. I would really happy to see it. If you face any query, then you can simply commend it. Meet you in the next class. Stay safe and stay healthy.