Jewelry Design in Blender (workshop in English) | Kamel Altohamy | Skillshare

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Jewelry Design in Blender (workshop in English)

teacher avatar Kamel Altohamy, Designer & Youtuber , basically Engineer

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

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.

      Skillshare intro

      0:25

    • 2.

      Chapter One: Modeling Ring

      7:31

    • 3.

      Chapter One : Lighting Ring

      10:01

    • 4.

      Chapter One : Adding HDRI

      3:25

    • 5.

      Chapter Two: design top frame

      4:42

    • 6.

      Chapter Two : design the frame

      5:04

    • 7.

      adding decorations

      5:46

    • 8.

      Test Render

      5:39

    • 9.

      Dpeth of field

      7:10

    • 10.

      Chapter three: design women bracelet

      4:25

    • 11.

      design more elements

      9:44

    • 12.

      Homework

      0:31

    • 13.

      what next ?

      0:39

    • 14.

      Design Knot Forever

      20:42

    • 15.

      render commercial shot white background

      4:36

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About This Class

This class explains the process of making jewelry , no secret hidden.

step by step Guide on how to model , design and RenderJewelry in blender ,

My name is Altohamy and i will be your instructor in this class

if you are beginner you can watch my other workshop " blender for engineers",

This class has been prepared for Intermediate users of blender,

I Hope you enjoy watching the class ,

see you in the first chapter where we will design awesome ring

Meet Your Teacher

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Kamel Altohamy

Designer & Youtuber , basically Engineer

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Level: Advanced

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Transcripts

1. Skillshare intro: This course explains the process of making jewelry. No secretary going step-by-step guide on how to model, design, render. My name is Jaime, and I will be your instructor in this class. If you are a beginner, you can watch my other workshop, blender workshop for beginners. This class has been debated for the intermediate users of Blender. I hope you enjoy watching the class. See you in the third chapter. 2. Chapter One: Modeling Ring: Hello everyone, Welcome. This is the first chapter and this today we're going to design this link which is here, and it's severely symbol. So let's get started. As you can see, it's a lot of various sizes. And we will stick for 17 millimeter. So this is the reference. We can move to the reference collection or we can call it the respective. Let's move it into the axis. We can start with, can use the centimeter, I mentioned. And after that, we can scale it to be 0.1. So we can start with niche circle. And it will be radius of, let's say it will be 19 centimeter or something like that. Of course we can scale. The scale is going to be two and the x axis. And rotate around the x axis 90 degrees. Let's move around the minus four. And let's around the x axis and it's occlude enzyme runs away and apply that rotation. And I'm always like living and extrude enjoy. We can select this edge and scale or select this vertex and employ or enables a connected only and the smallest sphere. And move in the way such as this. We will first use the Smooth and move around. Move in Hawaii. This one. That's fine. Let's apply or solidifying the fire. Apply the scale and it will be two centimeter maybe. Let's say it will be 1.511, 25.1 will be altered. And you can duplicate this link and move to the trash can if you'd like to, you can use later. What we have here. We have this to be circle. So how we can achieve that? Before we can make two versions. One version, two B's circle, another version to be square. So let's move the y axis, shifted the envoy and go here. And we have to select all this and the scale. Enjoy skin. Zero. The scale. And the scale in the z, x is zero. The move here. Let us know Cartier and another loop cut here and cut here. And as I look out here, so living surface, I think we can disable that. Let's see if we can the face and also here, this face. If we know the symbol for it. So this will be smooth. This will be smooth and simplify. So let's disable all this face. So we have to ring is how we can render them. In the next video, I will show you how you can render it to be locally. Very nice and you can add to your work for you. 3. Chapter One : Lighting Ring: Hello everyone, Welcome. So this is the second video in Chapter one, how we can render. So firstly, we will name, rename this one so we can rename it. You can rename Excel string. And you can rename the second rank shift to see bandwagon, background or floor. So it will be scaled. To be scaled ten, maybe. The move and the z-axis. I rotate around here and rotate. Rotate and z axes. So we can rotate. And of course you can add any detail. So shift to the oil and rotate Z and add some detail here. So you can any detail in video Oregon and the inset and exit food along the normal, such as this. That's fine. Let's apply some material. As this one will be. Let's say it will be silver. It will be gray. Metallic. Roughness will be going to one. And it's going to maybe seven. This will also be silver. And this one will be, will, be, will the metallic roughness morning to one. And let's search for IRR for the gold or silver, 110,109.47. So let's return to the gold, went to 4.47. And for the silver one boy and one. And let's disable the reference and add the camera here, control ultra zero. And the view will be here. And we can, if you want to add more thickness, a similar symbol, select some faces. And scale, let's say scale. And the local scale shifts, toy scale shift toward, if you wanted to add more thickness, That's a fine. And for the floor, you can checkout. Checker color on maybe blue color to be white. And for the lighting, I can add a real-life here. This one will be desk, maybe 500, maybe 400 for the first one. Here we have another area like this one will be this. Maybe 105 will be, maybe. Alright, let's see. What we have. Is that fine? Of course the scale will be roughness and the lettering isn't fixed. Go to the render settings. Of course we will choose distribute. If you have UVU or if you have a laptop, you can use CPU. What we will do, which maybe faster if you have the render, let's say it will be 500 is the only thing that will change. The title, will be 200. That's it for now. Follow the notion that will leave for HME. And let's assemble. As you can see, we have finished the first chapter and it's using Z. Now, I will change it and use that feature of intel. As you can see, we have some noise. Let's remove this wave. From here. We will this electrode adenoids. And from here is that the noise data and render some semblance of maybe ten or 15. Have this image. And then let's close the image and go to the converter. The noise. Normal, normal albedo, albedo and control shift. We have the viewer. If you render it again, maybe some will only 200. Let's click Render. After the execution, you will see the difference is only 200 symbol. It's now, as you can see, it's a much better. In the next video, I will show you how you can use it the HUD or hinder your scene instead of using the area light. Like, I hope you like this that you see in the next tutorial. 4. Chapter One : Adding HDRI: Alright, so this is the third video in chapter, but of course, I will select all light and select also this camera and move. Once we have selected this one, and move to the camera collection. And let's disable. This is kinda collections. Let's go to here and environment to capture. And of course, you should use an H here. If you go to HDRI Haven. We'll see a little picture. And you can search for studio here. Let's use this one or this one, a photo studio, and use it for k. And download after the loop. After the loop. So you can select Open and ROI. And using this one. As you can see, you have liked to have seen you have light your scene using only the iterator without using any real-life. How you can change the look of your scene. Let's go to the shader editor and using this Orland, we have the HL. If you are from here, the Node Wrangler. Within control T. You can rotate. Let's add coronavirus. Let's enable it. Meaning it can look come to and active control to zero. And the students will be willing to five. And you can rotate the light as you can see. And if you'd like, you can rotate as you'd like. Let's render. And in 2 min only, you have some image as you would like. I hope you like this video. See you in the next chapter. In the second chapter, we will design another and different soon. 5. Chapter Two: design top frame: Hello everyone, Welcome. This is the third video. Later, we will select this vertex and shift is called selected shift, a UV sphere and the scale bone to one. Our y 90 degrees scale bond to one. And then rotate in this direction and move such as this, scale, ZZ, smooth shading. And that's fine. This element can be another one. So cursor selected shift to D on the selection to coarser. And we will add finally, this declaration at the very symbol will start from here to here. Select all shifts, eschar selected. Bca, marriage, marriage emerge, emerge at center, or we can delete one element, 0. Election to cursor. The cursor, and of course it's elected. Election to coarser. Select All and the sub-divide. And then we can end the x-axis. That's going g x. Let's add some resolution, 25. It will be Rowan, maybe 1 cm. And this is Control Alt. Control Alt. This is zero, and this also is zero. That's fine. We will do the same on the other side. So we can use the eraser tool. There is three. And the mirror, this element. Once other side, mirror this element on the other side. And middle element on the other side. This is the main frame. So select on unselected the frame, control B to object. We have one frame which is here. The main frame will be silver. So enough talking. In the next video, we'll see how we can add the materials and those are interlinked for our ink. 6. Chapter Two : design the frame: So this is the second chapter and do today we're going to start a new design. You will make the dream as follows. We can start from the middle shifter, but we'll start from scratch. And I will start from a range of around 20, 1 mm. We will start from centimeter. So firstly, we will say that the circle will be vertex maybe 20 and the radius 21 cm. And we will scale that later. Or X9 three degrees. After that. We can move enzyme which will be 1 cm. So we will say it will be when the six and this direction and due to elaborate, the marine modifier as arrows will be in the direction. So we can enable the Caribbean. And let's extrude in the y-axis. This tableau is the rotation, and move in that direction. After the tool selected the engines of our area and enable clipping or connected only the smooth. Firstly, after that, we can scale up, scale down the scale on Zoe like that. That point. After that, Let's enable the sphere and the scale on the OIE. That's fine. We can now form the fire. Ablaze the scale. And it will be two centimeter. And also, if you want to find this, one, needs some, some I just want to, so we can select any point from here and enable the connected only. And this moves, then move on the ROI to this direction. That's fine. Let's select some vertex here and the scale, and the scale, or the z zero. And move in this direction. Let's duplicate and move to, move to the trash can. Because we may need to use this size. And we can call it size 20, 1 mm. And if you want to use another size, you can shift to D to duplicate the x-axis to this direction. And shift is selected another circle. The circle will be radius of 19 or maybe 17. Then rotate around the x-axis 90 degrees. The scale, this one to be the same, such as this. So you have now, this one will be, this one will be 17 millimeter. And this one is 20, 1 mm and so on. I think you have GitHub what we have now made the frame. In the next video, we will see how we can meet the top area. Then in the third video, we'll see how we can add a condition. 7. adding decorations: So let's continue to have lived in the previous part. We have seen here, we have a circular shape. We can do our best to make it not round, but rectangle, such as the reference. So we can select all of these squared on y is zero and the move and the y-axis. And also select all of these points on the scale, on x or scale on the move enjoy axis. That's fine. If you want to make it more safe, more secure. We can select all of these warranties. And the scale shift to such as this scale shift toy going tonight. And if you want to add a subdivision surface, the coin and showed like you can click this one and move. And if you'd like, you can say z axis, such as this shading and that's it. This would be called the frame. And we will also duplicate the move to the trash can that we can maybe use later. Let's start with the design. We will start from UV sphere and Ewald sphere segment the 20. And here maybe we'll delete the lower bar. And the scale bowing to one skill over time, bowing to the move to this area. And then move in the x is Alright. Let an array in the x-axis in the other direction. So maybe minus three, minus 23 time. And let's mirror in this direction and lets it another time. But we will make it visual geometry and delete this. We can select all elements, this element, this and go to the third mode. Control L or Control L on the move in the x axis, the move in this direction. Finally, you can type here name, reward or incentive. You can add thickest. This tick is, maybe I will type a capital a. And or B, says the oriental geometry. And after that, of course you will apply the resolution and from geometry, the sum dibs. And of course you will change the font to choose another font. The next video we'll see how we can add the condition to this element and how we can render the whole design. 8. Test Render: Hello and welcome. This is a force and they do, and how we can do rendering for this ring. The necessity of reassembled, we will add or make this one to be silver and silver and other would be another color. Or something such as that. There's three will make this silver. So it will be here. It will be silver maybe. Is that a newborn? 765? And also the roughness or the metallic could be one. And the roughness maybe going this way. And then it's going to fire it. If you want to add some clear coat, maybe booing. Also here, it would be silver. All the conditions will be another color, maybe bronze or something such as that. So we can name it cooled or bronze. The tools that are seen as usual. We'll rotate it around the x axis and then moves up here and rotate around z 45 or rotate around z -45 and rotate in this direction. That's fine. We will select all. But before that we'll add The orbital group scaling z2 and select this edge and exit route in the z axis. Select this one, Control B. And share this moves. This will be called as a back room. And maybe this to be black. Also. We can select I said, and the move to the camera collection. And we will call it Burke. Firstly, we'll use the realized. After that we'll use for our scene. Here, we have an area light will be 50. Move here, rotate around the z-axis. And we will start from 50 and the color to be intensity. Again, area rotate around the y-axis. And this will be the film. That's fine. So firstly, we'll add the object is a criminal conviction and after it's Control Alt zero is assessing for camera it will be macro one to five, or one, or ten, or 90. And the loop camera to view, That's a fine. Letting need some modification. Is the light will be maybe 500, maybe 400, and the hill will be maybe 50. And this one will be diffuse. Alright, so here we can render. Finally, do some testing center. Just turn that around 100 de-noise and just render. This is fine and everything is clear about what happens if we want to add more branches. If you want to add more designs, how you can achieve. In the next video, we will see how we can render macro shots and how we can adjust the field with some of you adjustment and how we can do some testing under, for our second chapter, I hope you liked this video and I hope you found this chapter is useful for you in the next video. 9. Dpeth of field: Hello everyone, Welcome. So before we finish this class, we will see how we can do some macro shots and how we can address field using some few steps. I will duplicate this collection. So I will move here and duplicate another time here. But we have duplicate only the frame. Before that, we will select the frame and click Alt or alter gene. Disabled or how is the camera? The're select all. Or you can select that and select hierarchy. And we can name it. Rained go in. And we can of course, add collection instance, or we can duplicate the conviction from here and call it during Q2. And the lecturing and move in the x axis. And duplicate collection and name it thrilling. Three. The object is on the move in the x axis. Let's delete this one and this one. Shift S corps selected another one. We can type in any thing, maybe a course. We will adjust the tone for the geometry. For the geometry. We will name it. We would at some depths, some extrusion and some bevels, slightly. Me, blend tool and duplicate in the x-axis. Sit around to geometry. We can do liquids, it will have digestive juices for all letters of transit, we will adjust the alleles for each gene. So rotate x. And Firstly will be run to the controller to object to, object to object. Let's try the frame and move the frame. Rotate 90 degrees and rotate in the z. Rotate 90 degrees, rotate 90 degrees. X minus or x 90 degrees. And our Z. After the camera. This one will be gold also. So it will be called the boorish. This one may be silver. This one may be the same. And the roughness to be willing or pointing to. Let's try to add the H zero. So now I have a cheater. We can now adjust to the floor and the floor bliss. And we can select the rotate students to go into the color. This may be your goal. Will select this B and select the camera. Field. Select the camera. This is if this tub thinking is it to be 1.4 or one to five? Let's try to make it metallic. Roughness zero. And this color to be this one or this one. And delete. To adjust our camera. This is a test render. We will increase, of course, total to be, for all of these to be 12. And this will be 1,000. And the Troyes a test, if it will. 10. Chapter three: design women bracelet: Hello everyone. This is the third chapter. In this chapter we will design and to do our best to design and similar woman bracelet, similar to this one. We will do the same concept, but with different color and different tangent from here. So let's get started. As usual, we'll set up our scene. Firstly, I will sit up and enable the screencast case. Maybe choosing lesser or greater font. And that's fine. After that. We will design and draw and care or circle. Maybe the circle, the circle has vertex of 24. And we will delete or move this vertex. And control loss. And Zoe connected and duplicate. And z axis controlled MY x axis and rotate. Using or selecting these two words vertex, we can merge them at center. That's fine. Let's look through this one in Z axis and select another time and exit route. And exit through the z-axis. Control Shift, TB, control Shift to be, Let's exit route, route in the z axis and x2 through another time. The truth and z axes. Control Shift to be, Control Shift to be fine. This is the base. We can select this circle or this bracelet and shifted. And the move to the trash can or Tim collection collection. In the next video, we'll see how we can add more details for our viewers. 11. design more elements: Hello everyone. This is the second video in Chapter three. Here we will see how we can add some geometry and how we can turn other element is Thursday we'll add the smooth shading and secondary, we will hide the Temple Collection. And we can now slide and the slide. And we can make it one subdivision surface. And after. Let's see, we can scale this to and and, and after that we will convert, convert to care. And after that we will go to the curve. Resolution 25. Geometry will be, and let's increase it until we found something similar to what we looking for. I think if we go for, let's just do that first. I think if we go for 1.5, it will be fine. And maybe the resolution would be eight. Or if we go for lots of different surface to refine and dismal shooting. This is the bracelet. If we go for two, No problem as it's doing because a job, we will tell cab and we'll adjust this element to be connected and adjust this just as we would like. That's fine. Alright, no problem, no problem. No problem. Alright, let's do the other elements. Of course we have some elements here. So Shift S cursor, selected circle, circle of 15 and rotate 90 degrees. And the scale. And the scale. And that scale down. We can convert it to curve. And we're going to start from torus, but no problem, we can convert it to tourists. Excuse me, and convert it to me. Again. Use this as an alt is E, S, S is, so that you can have this item shift to D. No problem. We can go for the x's and for local or normal z, 90 degrees, 90 degrees or 200, maybe 200. And move and this axis. That's fine. We have done so far. We will firstly circle here. Circle may be 24 and exit road toward us. Photos, maybe this one, maybe 20. And the scale down. And that's fine. For this one, we will scale or we can. They looked at this bar, Control E Marcus him. And here also mark scheme and select all and this one also. Or I just find that shift is selected and scale down, rotate 0. And this is the first one. The second one would be here. But firstly, we'll add or materials or add the label. We will go for the UV editor and throws you eating. You unwrapped. Here's the top, here is the bottom. Arrange. This element is, this one will be here, and this one will be here. And scale going to two. That's a fun, right? So, and after that we will extraverted you villi, in the UV's. Uv's, we will call it UV's. Uv's over t B12 for the bar to V. After that, we have imported, we have designed any orders in gameboard for chip. And we have reimported that in there. And after that we have mixed it. The B energy, which is enabled with the metal or the silver, pure. And simple. As I mentioned here, is to design this element. It's also very simple assumption. We can select elements here, this one and this one. I mean the element here and duplicate shift to D. 12. Homework: Hello everyone and welcome. So as usual, there is a close grip. It is a homework for you. Just download this file and do your best to firstly this link and do robust to sign this item and upload the results to the class project. And also do your best to design this item from scratch. And if you face any problem delta z, to contact me on the e-mail or on the Instagram page. I hope you liked this class, students and focused workshop. 13. what next ?: So you have some class project. Your class project is very simple. Just to model these wooden library. Just the element is here. And add some accessory. You can add. Maybe just bled or some books, some gift card as you would like and share your progress. If you have any question, just don't use it to me and I will your spoon do as soon as possible. And I am a proud to see your results. Thanks a lot for watching this class issue in other projects. 14. Design Knot Forever: Hello everyone and welcome. Today we're going to start a new chapter which is about jewelry design. And we'll start to the jewelry section. The first example is very symbol, which is this bracelet, it's called forever. Firstly, we will make this part and we will attach these spheres easily. I will go to the design in that collection, we will, we can start circle, circle maybe has vertex of sistine. After that the radius may be one. Let's go here and mode and delete this one. Maybe delete this also and select one. After that, this is the top and this is the front. I will rotate around the x axis 90 degrees in the top. We can enable connected and move like this and that here. Then we can eccerude. Eccrude. And also Eccerude, excerude, etcetera. We have made the shape I will after that, a subdue surface, we position it correctly. So in this one we can say that here. This one. Let's add here another subdurfacetrolD control which is subdivide. I have a shortcut, can add any short cut using click and change shortcut. This is the base and I like it here. We can put the cursor here. This circle may be 24 or 26, 26 here. And the radius of 0.05 it's too large. 0.03 maybe let's decrease 0.025 fine for now. And the scale, so I will tate that in the axis and move here. I will move that, it will be like this. I will late and move to maybe or any backup collection. Then I will scale that here. Let me select this part and scale on the Z a little bit, scale on the X, that's fine. I will convert that to curve. After that we can go here, maybe here in the geometry will add here and L, it's too large. We can say we have one, it's fine, fine. And we can now move that here, and move to be here. And move that to be here. And move that to be here. So we have Many options we can add, circle and connect. Let's see how we can implement that Also, I will duplicate that and move to the tembe and then convert that to mesh. Or here you convert to mesh. Click and control, you can extrude. Extrude. Extrude multiple times like this and simply do the same here. We can extrude again and make sure you have the s here so we can add maybe a bin scale. That scale, maybe add the blane here and I will add a blane. Rotate 90 degrees scale, 0.1 and move to be here. And this will be our options. And also to be here. Okay. Fine, fine. Maybe we add subdivision surface and sink. We can go back to be here. Let's remove that. If you want to make it, just select bird and click or edge. Edge flow, we go here. And the flow, of course, we need the lobe. If may be, make sure you see references. Clicks, filomzingd clicks, fellow click flow. Click set flow, Kl flu, right? Lit flow. I think we can move that to be here. So a next let's define this sport to have 16 vertex, so we need a sphere with sistine vertex both here. Sctinedius may be bone on the scale, scale. Scale rotate around x 90 degrees and move to be here. Move to be here. All right, let's remove that. What about we don't need that will both the cursor here and selection occurs like this. If you see the cleving, you can go to the view and make the start to be large number then we can abridges bridge here. We will do the same on the other side. Control and shift X rotate around the Z. Amazing. After that, let's connect these two parts. This is what we have now let's make it A. So we have made the design and let's make it flow here. All right, we have made the design, we can move that to the tips. Happens here. So a gold, if you want to fast results, you can go to the bling darket Search in the material for gold, you can find a lot of materials. Let's choose this one. I will have this also. All right, so I will duplicate that few time. And another material, maybe this one, maybe this one. It's choose the best version. And let's choose on all we have here, added spark, metallic gold. Let's hide. And now we will add the backdrop. This can be changed. All right, this is the background, so this may be black or something. We will add the camera. I will move to the camera collection. The camera collection will include a light because it is too small and microsot. I will leave the focus to 150, control to zero. When you have shot such as this and you are ready if you want to make it such as no problem. We shot one is a clean white background and one which has this black. If you go to the render view, because we are in cycles, you will not see anything because there is no light here. You have it black. Let's gradually add here in the top view, I will add a light's large, maybe 0.2 is enough. Move the heart or effect Noise will make it here. What next I will duplicate or add here. Maybe Blaine scale 0.1 rotate, subdivide and add emission shader stancy will make it quadratic to make some follow. Stancy may be five and also something. The same thing here. Rotate, but scale maybe four times. Then it will be the flight. This one will be something white such as this here. Let's surrender. Let's see effect, make it to ben. As you can see, you have some shadows here, maybe 12. For now it's too. All right, we can also add here point lamp. I will increase it too high to see the see as you can see here. Right, the light is here so we can move. Okay, I will make it 15, but maybe something such as the background, I will make it completely black and roughness to be zero, roughness to be zero, something like X gloss. Doesn't matter a lot. Okay, I will render this for now. Here we have made render for our jewelry. I see the reflection is too smooth. We can also of save that, maybe five, save as. Let's make the second version of the render in 0.1 may be. And that's it. We can slick the camera and adds field, this focus, we can add dips to the focus and maybe 2.8 or maybe four, something better. Maybe maybe six is the best version. Here is the version with deep field. As you can see, it's much better. That's it for this. Listen in the next video are going to see how you can make the product so as white back. 15. render commercial shot white background: Here we are. So let's continue. I will save another version. Let's say it be white back ground. That's fine. For now, we only need one version. All right. I will make it completely white, no problem. But in the visibility will make a shadow catcher here in the film, we'll make it transiberent. We only need one, so I will move to design, to collection. And for the shadow catch for this one, we will make it such as this. We don't need, of course, dips field, this is sparky gold. Let's see, What about the scale? Maybe the scale maybe here, 600. That's fine, right? We have the gold, we have gold. All right. Solid surrender. And here we have a GD. And now we are going to increase some bills. They may be such as this and it will decrease. Let's see the performance. That's fine. Let's surrender. All right, so we have finished surrender. Of course, you can hide the shadow. Don't use the shadow cat. You can save it and open background. But I think we can do that in the compositor backdrop control shift and V V to them out. A, Alpha, alpha over. That will be in the top. And here we are. We have here clear white background. But if you go in the color management and choose standard, you will get completely white background. As you can see, this is the film, but with the standard, you can get complete white background. Personally, I don't like the shadow. Maybe we can move the ground lower so you can decrease the shadow. The shadow is too intense. We can also use color management, color balance, color correction, and maybe brightness. That's it for this list. This is how you can render the file with white ground. And you can upload that to any commercial website or to any online store. That's it for this tutorial. See you in the next example in which we will design an earring.