In this guide, we will walk through the various ways to configure your jewelry asset in Rhino so it utilizes the VNTANA Gem Shaders. When exporting your jewelry asset, export as a FBX and upload to VNTANA using the Custom Jewelry pipeline.
We’ll also cover how to create custom jewelry materials.
Let’s dive into it!
Here are instructions on how to export your jewelry files from Rhino. Please make sure to adhere to the naming conventions on the table below.
If you prefer to use Layers to set up your materials, here are instructions on how to export with Layers from Rhino.
If applying materials this way, we must ensure that a mesh is only part of one layer. If the mesh is part of multiple layers, there will be errors.
We also support applying the material directly to the mesh.
We recommend separating gems. If your gems are combined into one object, we can use the “explode” command to break the mesh up into its components. Note that this change the layer the objects are on; you will need to move them back to the correct layer. We can then apply the material to the newly created mesh components or Layer.
Breaking the mesh up can expose mesh-facing issues. After you explode, your gems may appear like this.
If they do, we can quickly solve the issue by selecting the affected components and running the “Flip” Command.
Current Materials
Here’s a list of current materials supported in our viewer.
Please use the following table to determine which Material you would like to use. On the right side is the proper name to give to the Material for it to show up.
| Material Type | Material Name (Use this for Your Materials) |
| Amethyst Gem | Amethyst_gem |
| Aquamarine Gem | Aquamarine_gem |
| Black Diamond Gem | BlackDiamond_gem |
| Blue Diamond Gem | BlueDiamond_gem |
| Brown Diamond Gem | BrownDiamond_gem |
| Citrine Gem | Citrine_gem |
| Diamond Gem | Diamond_gem |
| Emerald Gem | Emerald_gem |
| Golden Pearl Gem | GoldenPearl_gem |
| Morganite Gem | Morganite_gem |
| Mozambique Garnet Gem | MozambiqueGarnet_gem |
| Peridot Gem | Peridot_gem |
| Ruby Gem | Ruby_gem |
| Sapphire Gem | Sapphire_gem |
| Spessartie Garnet Gem | SpessartieGarnet_gem |
| Tahitian Pearl Gem | TahitianPearl_gem |
| Tanzanite Gem | Tanzanite_gem |
| Tsavorite Garnet Gem | TsavoriteGarnet_gem |
| White Gold Metal | WhiteGold_metal |
| White Pearl Gem | WhitePearl_gem |
| Yellow Diamond Gem | YellowDiamond_gem |
| Rose Gold Metal | RoseGold_metal |
| Pink Diamond Gem | PinkDiamond_gem |
| Rhodolite Garnet Gem | RhodoliteGarnet_gem |
| Opal Gem | Opal_gem |
| Swiss Blue Topaz Gem | SwissBlueTopaz_gem |
| Yellow Gold Metal | YellowGold_metal |
Advanced Mesh Exports
In this guide, we will help you resolve visual seams in your mesh, below you can see an example of the issue.
This issue is caused by the mesh’s construction and how the asset is converted to polygons at the time of export. Three simple commands can fix the issue.
1. When we open the asset, we need to select the ring body and convert it to a “closed mesh” by running the “Mesh” command.
2. Hide the source mesh that is still selected by using the “Hide” command.
Now select the mesh we just created and run “QuadRemesh” (this can be found in your mesh tools shelf).
For our Target Quad Count, we need to set it to 2,000 and the Adaptive Size % to 100.
After it finishes, we need to select our old mesh and hide it by using the “Hide” command.
Now, we can select our Quadmesh, navigate to Properties: Object, select Edge Smoothing, and ensure Edge Smoothing is enabled.
Now, we are ready to export as an FBX as outlined earlier in this guide.
Custom Jewelry Materials
If you need to add materials to the asset that are not covered by the VNTANA Gem Shaders, it is recommended you use Blender to create the custom material.
To do this, export your asset as an FBX from Rhino and import into Blender.
In the viewport, select the mesh component to which you want to add a custom material. In our case, it is the mesh at the center of the piece.
Open the Material Properties to create the custom material.
Now we can adjust the Base Color, Roughness, and Metallic to fit our needs.
Base Color: This controls the color of our material.
Roughness: This will control how shiny the asset is. A value of 0 will make the asset very shiny, and a value of 1 will make the asset very dull.
Metallic: This will control how metallic the asset is. A value of 0 will make the asset not metallic, and a value of 1 will make the asset fully metallic.
After the material values are set, export the asset as a GLB.
File > Export > GLB
The asset can now be uploaded to VNTANA with the Custom Jewelry pipeline.
















