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Guilds > Sunset Enterprises > Venery - Bijou School

Revision 2006L30 - School Lockboxes and Price List are all done

Welcome

Welcome to the Caldera Park Bijou School, which is sponsored by the Sunset Enterprises Guild.

This is an instructional Venery for a complex skill, and it's likely that you will want to print a copy of the commentary. The source document is available at http://perl.atitd.wiki/wiki/tale3/Guilds/Sunset_Enterprises/Venery_-_Bijou_School.
http://perl.atitd.wiki/wiki/tale3/Guides/Gem_Cutting is also a handy reference, with a more descriptive view.

You have a full 10 days to complete the Venery. There's simply too much to accomplish for just one session.

To get your first clue, please click again and select "Search for Keys."

Unflawed Cuts

Corner_Heart_4, Amanti_11, Lens_12, Thistle_12, Sprocket_14, Symmetry_19, Looking_Glass_24, Dalessi_25, Hile's_Chevrons_25, Choronzon_43

Flawed Cuts

Hexas_Plate_F9, Bastet_F11, Ring_F13, Bridge_F14, Reflection_F14, Aidenn_Mask_F15, Eyelet_F16, Dragyn's_Eye_F17, Queen's_Tomb_F18, Thoth's_Knot_F18, Lotus_F19, Appolonia_F21, Full_Aidenn_Mask_F21, Khufu's_Ship_F22, Full_Eye_F24, Ra's_Lantern_F27, Cat's_Eye_F28, Tiki_Mask_F35, Unity_F36, King's_Tomb_F43,

Venery_Judging

Hint:
We need to deal with a few preliminaries:

Your first clue is attached to the local Watermine, and you might as well wind it on your way by, so you can collect some cuttable gems.

Clue:
Congratulations! We hope you enjoyed your tour of the Bijou School. Do please judge the Venery now, and hang around and visit with us if you have the time.

Watermine

Hint:
You've missed a Lockbox. Use ESC > Tests > Venery > Keyring

Clue:
A Watermine will produce, on average, about one cuttable gem every half hour. The distribution and frequency seems to be random.

If a Gem is loaded on the blue Gem Table, clicking on the Gem Catalog will yield a list of standard cuts, and their weights. The school tables (everything but the front row) are laid out in gem catalog order. The front row of Bijou tables has unique competition cuts for the Test of the Bijou.

A few of the school tables are probably being used to get Bijou Principles, please judge them as Good rather than Fraud, but most of the school tables are Disqualified for Judging. We'll salvage any disqualified school table and allow you to rebuild it if you merely wish to pass your Bijou Principles.

Each table has a Venery Lockbox on the associated chest, but only the school table chests have Venery keys that are required to complete the Venery. Each key is for the next stop, so you can always go to ESC > Tests > Venery > Keyring for where to go next.

The Venery cuts are sequenced Easy > Hard. The sort order is Unflawed > Flawed, then Low Carat > High Carat. When you find the indicated chest, click on "Search for Keys" to consider the commentary and get the next key, and then stand on the south side of the table to try the cut.

The first cut is Corner_Heart_4.

Unflawed Cuts

Corner_Heart_4

The Corner Heart appears to be a flawed cut, but it's actually the smallest of the solid cuts. As the rendering program can't precisely place a point, it interpolates a little bitty triangle, that looks like a small flaw.

The Corner Heart can be cut from any 2x2x2 solid using only F = Sand Corner. The shape you're after is called a quadrahedron, and it's the shape you get when you cup your hands together, with your knuckles as the two "ridges."

The next cut is Amanti_11.

Amanti_11

D = Sand Edge is the only sanding disc that's needed for the Amanti.

We could start with a 3x3x3 cube and then sand off the top and bottom edges, because the finished Amanti cut is just a 3x1x3 square with an extra vertex in the center of two opposite faces, for a total weight of 3x3 + 2 = 11 carats. Although that approach seems obvious, it would lock us into a single location for the extra vertexes, and would prevent us from ducking an unexpected flaw.

We're going to use a far more general approach that's a bit harder to visualize, but when you cut a Sprocket in a few minutes the pattern will become obvious. You can think of an Amanti_11 as a pair of four-sided pyramids, placed base to base.

The next cut is Lens_12.

Lens_12

The Lens is an "Oh Well" cut that you can use when you end up with a 4x1x4 flat surface, perhaps with no corners.

The next cut is Thistle_12.

Thistle_12

The Thistle is a diamond shaped cut; Diamond shaped, not square.

DO NOT use the S = Sand Face. You only need D = Sand Edge and F = Sand Corner.

The next cut is Sprocket_14.

Sprocket_14

The Sprocket is closely related to the Amanti, and can also be cut using just D = Sand Edge.

The Sprocket is tricky to visualize, but it's just a pair of THREE sided pyramids placed base to base, on a slant. All of the fancy stuff along the edge is automatic, and you don't have to worry about it. To get three sides, rather than four, we'll be doing some fancy rotations.

With the Amanti cut, when we were cutting on a flat plane, we got four 90 degree angles. This time you'll see a very small triangle surrounded by THREE (not four) teardrops in a sunburst pattern. Because we're sanding on a diagonal surface, we're actually making 120 degree angle cuts.

The next cut is Symmetry_19.

Symmetry_19

The Symmetry is a 3x3x3 cube with no corners, for a total weight of 19 carats.

The next cut is Looking_Glass_24.

Looking_Glass_24

The Looking Glass is a 4x6x1 plane, for a total weight of 24 carats.

The next cut is Dalessi_25.

Dalessi_25

The Dalissi is a 4x4x4 cube with a goodly chunk missing from the opposite top corners.

The next cut is Hiles_Chevron_25.

Hile's_Chevrons_25

Hile's Chevrons is a new cut that was released in December of 2006. It's similar to one side of an Amanti or Sprocket cut, but it uses the F = Edge Sander.

The cut will fit in any 3x3x4 diagonal solid even if the edges on one of the 3x4 faces are badly chewed up.

The next cut is Choronzon_43.

Choronzon_43

The Choronzon is a huge gem cut. It's going to be tough to find enough unflawed material to support the gem, and then you'll still have to do some pretty fancy sanding. It's easier to think about what you would LIKE to have, and then fit it into what you actually have.

The next cut is a Flawed cut, the Hexas_Plate_F9.

Flawed Cuts

All of the previous gem cuts have been convex. You could have started out with a perfect 7x7x7 cube and all of the cuts so far would have been possible. The free ride is now over. For the remainder of the cuts, you must first find, and then preserve, a flaw.

The brutal reality is that the convex cuts, the ones that we've done so far, are all secondary cuts. If you can't find a useful flaw configuration, you can fall back to a cut that doesn't require any flaws.

All flaws are straight into a face of the gem for a random number of vertexes. All flaws are, therefore, fully visible from the outside of the gem if you can get the angles right. Some players like to stand with their head in the gem and use a tight F5 view so that they can see the internal structure of the gem.

Hexas_Plate_F9

The Hexas Plate is easy to find and fairly easy to cut. Find a two vertex flaw that's near a corner, to preserve as much of the gem as possible. That way you can try a different flaw if the first one doesn't work out.

The next cut is Bastet_F11.

Bastet_F11

The Bastet is easy to find and easy to cut. You only need a two-vertex deep flaw with some material behind it. The Bastet is a secondary cut that's handy when the eyelet you're working on turns out to missing some pieces.

The next cut is Ring_F13.

Ring_F13

There are several cuts that use a diagonal border that's parallel to the sides of a flaw, including Ring, Queen's Tomb, King's Tomb, Aidenn Mask, Dragyn's Eye, Cat's Eye, and Unity. To avoid blind cuts, it's very convenient to sketch out the area that you wish to preserve on the visible face, retaining as much border, and thereby flexibility, as possible. The border might be 0, 1, or 2 vertexes wide, but it always needs to be symmetrical.

A Ring isn't required for the Test of Marriage, but it's certainly an expected part of most ceremonies. A Ring isn't exactly easy to find, as it requires two intersecting flaws in the same plane, but it's a handy escape cut when an intersecting flaw messes up other more restrictive cuts.

The next cut is Bridge_F14.

Bridge_F14

The Bridge is trickier than it looks, because it's actually a side view of opposing flaws that are either 2+2+3 or 3+2+2 deep with two vertexes of unflawed material in the middle. The finished bridge is six vertexes long, so the unflawed vertex pair has to be near the centerline of the gem. If you see opposing groves when you are using the S = Sand Face, while using K and J so that you can see what you're doing, you can get a bridge out of that gem.

The light can a little bit weird sometimes, which can make it hard to see into the deep flaws. It's sometimes handy to rotate the screen a little bit, rather than the gem, to see what the shadows are doing, and double-check to be certain that you've maximized the shadowing texture in your video options.

The next cut is Reflection_F14.

Reflection_F14

The Reflection may look like a solid cut, but you can't get the indents without having some flaws in the right position. You need a couple of two vertex flaws that are touching corner to corner, but one of them can be a groove on the face of the gem.

There's an important philosophical concept here. It's very important to keep your options open as long as you can. You always want to try for the rarer cuts, but you have to settle for what you can get. In this case, Tombs and Unity are unlikely, because one corner of the border is missing, but a Full Eye or an Eyelet is still a definite possibility. If we discover a flaw on the backside of the face, we can resort to an Aidenn Mask if we have an unflawed vertex outboard of each flaw. But we need to keep all of these options open.

The next cut is Aidenn_Mask_F15.

Aidenn_Mask_F15

You can cut an Aidenn Mask if you have point to point adjacent shallow flaws, or deeper flaws, so long as there is a border of unflawed gem on both ends.

The next cut is Eyelet_F16.

Eyelet_F16

An Eyelet is one of the obvious cuts. It's just a 3x2x3 box with a hole through it, right? The catch is that you can destroy an awfully lot of rare cuts if you jump right to an Eyelet. Conversely, if you need Eyelets, and every Venery Lockbox needs a set of Eyelets, you can get an Eyelet about 80% of the time if you can see a hole with an unflawed vertex adjacent to each side.

We want to retain as MANY options as possible when there's an isolated deep flaw in the face of a gem.

Let's uncover what we have.

Now take a look at the exposed pyramidal surfaces.

The next cut is Dragyn's_Eye_F17.

Dragyn's Eye_F17

The Dragyn's Eye cut will drive you crazy. Looking for intersecting deep flaws is bad enough, but it's the three unflawed corner points and the unflawed bottom that will have you talking to yourself. If one of the flaws has at least a partial border, then you can probably get a Ring cut as a consolation prize, otherwise you can try for a Lotus.

The correct flaw configuration for a Dragyn's Eye is very rare, and then you get to make a blind cut. The conceptual starting point for a Dragyn's Eye is a 4x4x4 cube with two (but not three) intersecting flaws jammed into one corner. You need to rotate the cube so that the flaws are the Back Left Bottom corner of the cube, and then you use the F = Sand Corner to cut away 50% of the cube. It's that simple, and that hard.

The next cut is Queen's_Tomb_F18.

Queen's_Tomb_F18

Queen's Tomb is one of the fun cuts. It's fairly easy to find, and not too hard to cut. It's a 5x5x5 pyramid with a shallow flaw in one face that represents the tomb chamber.

The next cut is Thoth's_Knot_F18.

Thoth's_Knot_F18

Thoth's Knot is a new cut that was released in December of 2006. The cut requires two nearly intersecting deep flaws, where "nearly" means that the top half of one flaw intersects at right angles with the bottom half of the other flaw.

The finished gem would fit in a 3x4x3 solid with holes entirely through the gem in both short directions, semi-stacked. The finished cut is a quadrahedron, similar to the Corner Heart only much larger, and the "knuckles" are created by removing the least adjacent nodes of the two tubes. You saw a similar configuration when you cut the Ring. It's useful to think of the Thoth's Knot as composed of two Rings, jammed together face to face, with one Ring twisted 90 degrees.

The next cut is Lotus_F19.

Lotus_F19

Keep half an eye open for a surface that looks like a pizza with 12 slices.

Alternatively, if you have intersecting deep eyes that won't support a Dragyn's Eye or a Ring, you can sand the top off of the intersecting deep flaws to expose the bottom of the crossover and guess what? It looks exactly like a pizza with 12 slices.

The next cut is Appolonia_F21.

Appolonia_F21

The Appolonia is a large Valentine's cut. It's only one layer thick, but it's 5 vertexes wide and 6 vertexes tall.

The next cut is Full_Aidenn_Mask_F21.

Full_Aidenn_Mask_F21

The Full Aidenn Mask is the large version of the Aidenn Mask, it was released for Test of the Megalopolis. It is a rare cut, that is easy to cut. It is made up of two eyelets, side by side, with a flaw tucked in between them at the bottom.

The next cut is Khufu's_Ship_F22.

Khufu's_Ship_F22

The Khufu's Ship is a fun gem that's easy to find, but tricky to cut.

The next cut is Full_Eye_F24.

Full_Eye_F24

We've already beat this one to death. It's just a 3x3x3 cube with a hole through it.

The next cut is Ra's_Lantern_F27.

Ra's_Lantern_F27

Ra's Lantern is a new cut that was released in December of 2006. Ra's Lantern is a cruel cut. The cut itself is not very hard, but it's nearly impossible to find the bathtub flaw that you will need. Not just any old bathtub either, but a bathtub with a slanted bottom. You'll get very, very tired of seeing bathtubs with a 3 vertex drain where you need a 2 vertex slant. The cut will fit in a 3x3x5 solid with a rare flaw combination in one vertical face.

The next cut is Cat's_Eye_F28.

Cat's_Eye_F28

If you have a nearly centered flaw with no deep adjacent flaws, you can hope for a Cat's Eye. The Cat's Eye is a Full Eye with a tutu around it's middle. The Cat's Eye will fit in a 5x3x5 cube.

The next cut is Tiki_Mask_F35.

Tiki_Mask_F35

The Tiki Mask is a pair of full eyes, one vertex apart on the centerline of the gem, with a flaw between the full eyes one vertex below the full eyes, this flaw is needed for the "nose/mouth". We have yet to cut a Tiki_Mask. Meanwhile we've left this table so that anybody can change the sample gem, and help us hunt for the right flaw configuration. If you do manage to cut a Tiki Mask, please set it as the Challenge Cut, and /Chat McArine. We'll come a running to lock the cut in place.
The instructions below are not complete, and should be considered rough guidelines.

The next cut is Unity_F36.

Unity_F36

If you have a flaw that is three vertexes deep, with four single vertex borders of unflawed gem material, including the corners, you may well have a Unity.

The final cut is King's_Tomb_F43.

King's_Tomb_F43

The King's Tomb is cut just like a Queen's Tomb, except that the flaw has to be in the exact center of the face, so that the unflawed border can be two units wide. Need we say more?

While the venery is still active, please test your new skills on the Test of the Bijou tables at the front of the compound. You won't get (and don't need) any keys from the contest tables, but there are some artful hints in case you get stuck.

The next stop is Venery_Judging. When you're all done, please return to the starting point and click on "Search for a Key" to complete the Venery. You'll get a certificate, but you must click again to record your judgement.

Price_List

For trading contact McArine.

Our retail (risk free) prices are approximately twice as expensive as our best effort (your risk) prices.

The price list only contains prices for gems that have a current use (except Megalopolis cuts, and Ring)

Please notice that at this point we do not have cutters that are willing to cut for a Megalopolis.

Please notice that we do not accept CC as payment anymore. But we do take all other kinds of goods. Have a look at EldradUlthran's page for some comparative pricing.

Charcoal per Cut Gem, in Catalog sequence (Subject to availability).

We would prefer that you bring at least some of your own cuttable gems.

Your best approach is to learn how to cut the gem yourself, and that's really why we built the Bijou School; but if you're good at charcoal, even though you suck at gem cutting, there's still hope.

Our retail prices are determined by how hard it is to find the required gem flaws, and by the demand for that particular cut gem. The more inventory we have for a particular cut gem, the cheaper it's likely to be. Cuttable equivalent to CC prices are determined by our current stock of gems.

This is an optional key that is not needed to complete the Venery.

Gem_Catalog

Please use one of the public tables in the back right corner of the compound for cutting actual gems.

We're trying to keep this table public, with a gem loaded, so that everyone has access to the Gem Catalog. Please help us keep a cuttable gem on this table at all times.

The front row has tables for the Test of the Bijou. The remaining rows are Student Tables, sequenced to match the catalog.

The actual venery proceeds from Easy > Hard. The sort order is first Unflawed > Flawed, then Low Carat > High Carat.

This is an optional key that is not needed to complete the Venery.

Revision Log


NameCreatorDateSizeDescription
caldera_park.pngMarvLDecember 2, 2006 3:20 pm79651
dragynseye3.pngMarvLDecember 2, 2006 3:37 pm28527
full_aidenn_mask.pngMcArineJanuary 3, 2008 8:20 pm106659
gem_catalog.pngMarvLDecember 11, 2006 3:45 pm223342Added three new cuts
hiles_chevrons.pngMarvLDecember 11, 2006 3:29 pm20068
khufu1.pngMarvLDecember 2, 2006 3:23 pm26489Khufu's Ship
looking_glass.pngMarvLDecember 5, 2006 9:36 am29766
ras_lantern.pngMarvLDecember 11, 2006 3:30 pm16644
ring.pngMarvLDecember 2, 2006 3:23 pm10488
sprocket.pngMarvLDecember 11, 2006 3:31 pm66799
symmetry.pngMarvLDecember 2, 2006 3:24 pm26973
thoths_knot.pngMarvLDecember 11, 2006 3:31 pm17928
tiki_mask.pngMarvLDecember 19, 2006 3:22 am31374

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Last edited August 16, 2008 4:42 pm by McArine (diff)
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