Create a Gorgeous Abstract Greeble Scene in Cinema 4D
In this tutorial you will learn how to create a complex (around 600,000 polygons) abstract Greeble scene without getting into too much modeling. Loft NURBS, Sweep NURBS, Formula object, Structure tools, and Visible light will be used to create the scene, and Advanced Render will be applied to generate the final image. You will also learn some cool tricks on how to tweak the final rendered image, by modifying the visible light, and adding glare and depth of field in Photoshop.
Final Effect Preview
Step 1
Create a Plane object (Objects > Primitive > Plane) 800 x 800 m and 80 x 80 segments.

Step 2
Create a Formula object (Objects > Deformation > Formula) and drag it under the Plane object.

Step 3
Move the Formula object near to the edge of the Plane object.

Step 4
In the Attributes of the formula object, modify d (u,v,x,y,z,t) to something that you like, but keep the formula wavy. I used “Sin((u)*2.0*pi)*0.2*((u+v)*0.3)”.

Step 5
Move and rotate the Plane object slightly. I used -2, -6.5, and -27 for x, y and z, and -4, 13, and 18 for h, p, and b.

Step 6
Make the Plane object editable (Functions > Make Editable) and tweak the Plane using the move, scale and rotate tools with soft selection enabled. Note: For soft selection set a big radius (roughly 400 to 600 m) so you can tweak many polygons while keeping just a few selected.

Step 7
Select all polygons (ctrl+a) and extrude them (Structure > Extrude) with an offset around 10 m, Var. 100%, and the “Preserve Groups” option unchecked.

Step 8
Extrude the selected polygons again with same settings but set the Var. to 140%.

Step 9
Use Extrude Inner (Structure > Extrude Inner) with an offset 1m on the selected polygons, then Extrude them with (Structure > Extrude) an offset of around 2m. Delete the Phong tag if it was assigned.

Step 10
Find a good point of view and add a camera object. Note: I usually add a camera early so I can create my scene around the camera.

Step 11
Create three linear Spline objects (Objects > Create Spline > Linear) around 500m in all axes. Change the Type to Cubic.

Step 12
Create three Circle objects (Objects > Spline Primitive > Circle), with a radius of 40m, then create three SweepNURBS objects. Drag pairs of Circle objects and Spline objects into the SweepNURBS objects.

Step 13
Select all three Spline objects and change the Intermediate Points to Uniform, and the Number to 16. Select all three Circle objects and change the Intermediate Points to Adaptive, and the Angle to 30 (all these numbers & angles may vary from spline to spline). You need this step to make most of the SweepNURBS polygons square-shaped. For all SweepNURBS objects, change the Caps option to None at both the Start and the End.

Step 14
Make all of the SweepNURBS editable (C on keyboard). Select all of the polygons and Extrude them an Offset of 10m, a Var. at 90%, and Preserve Groups unchecked. Use Extrude Inner on the selected polygons with an Offset of 3.5m, and then Extrude selected with a negative Offset of around 6m. Delete the Phong tag.

Step 15
Move the SweepNURBS behind the Extruded plane.

Step 16
Create an Akima spline (Objects > Create Spline > Akima) around 1500m high, duplicate it, and move it to create some sort of arc.

Step 17
Create a Loft NURBS object, and add both the Akima splines to it. Tweak Mesh Subdivision U and Mesh Subdivision V to make the polygons square (30 x 20 should do).

Step 18
Make the Loft NURBS editable, select all of the polygons, and reverse the normals (Functions > Reverse Normals). Delete the Phong tag.

Step 19
Extrude selected polygons (Offset around 100m, Var. 100%, Preserve Groups unchecked), use Extrude Inner on selected polygons (Offset 10m), extrude selected with Offset around -20m, Var ~90%.

Step 20
Duplicate the Loft NURBS, move both objects behind all of the others, move up one of Loft NURBS objects slightly.

Step 21
Create a Spline object above the plane, use B-Spline Type, with Intermediate Points as Subdivided and values of around 2 for Angle and Maximum Length.

Step 22
Create a Circle object with a Radius of 10m, Intermediate Points as Adaptive, and an Angle of 15. Create a SweepNURBS object, and drag the Circle and B-Spline objects under it.

Step 23
Create another B-spline with Intermediate Points as Subdivided, an Angle of 2, and a Maximum Length of 2m.

Step 24
Duplicate the SweepNURBS object from step 22 and replace the spline object with the newly created one.

Step 25
Select both SweepNURBS objects and make them editable. Delete caps.

Step 26
Select all polygons in both splines, and Extrude them with an Offset of 3m, Var. at 100%, and Preserve Groups unchecked. Use Extrude Inner on selected polygons with an Offset of around 0.3m, then Extrude them again with an Offset of -1m and Var. at 100%.

Step 27
Create a Sphere object (Objects > Primitive > Sphere) with a Radius of 50m, Segments at 34, and Type set to Hexahedron. Position it above the Plane and Sweeps.

Step 28
Make the Sphere object editable, select all of the polygons, and Extrude them with an Offset of 10m, Var. at 90%, and Preserve Groups unchecked. Use Extrude Inner on selected polygons with an Offset of 1.5m, and then Extrude them again with an Offset of around 4m. Delete the Phong tag.

Step 29
Time to set some environment parameters. Create a Sky object (Objects > Scene > Sky).

Step 30
Create two Light objects with Colors of orange and grey-orange, Intensity of 70%, Type set to Spot, Shadow set to Area, and Visible Light set to Volumetric. Under Visibility, set the Outer Distance very high so it will go through plane object.

Step 31
Create a Cube object (Objects > Primitive > Cube), and scale it up so it will cover the Plane and the two Sweeps. This Cube will be used to hide some areas of the scene from illumination.

Step 32
Make the Cube object editable, and select and delete some polygons. Assign a Composition tag (right-click in Object Manager, Cinema 4D Tags > Compositing) and uncheck the Seen by Camera option.

Step 33
Now you need some materials. Create a new material (double click in the material manager). Double click on the material to open the material editor.

Step 34
Under Color, set the Brightness to 89%, and the Gradient as Texture. Under the Gradient Properties, set the Gradient to light orange and light blue colors, the Type to 2D-V, and Turbulence to 38%. Uncheck Specular and assign the material to the Sky object.

Step 35
Create a new material and set its Color to white. Leave Specular as is, and assign this material to the Plane and both Loft NURBS.

Step 36
Create a new material and set the Color as dark grey, and Brightness to 75%.

Step 37
Under Reflection set the Brightness to 60%, use Fresnel as Texture, and set Mix Mode to Multiply.

Step 38
Under Specular, set the Mode to Colored, Width to 91%, Height to 49%, Falloff to 3%, and Inner Width to 25%.

Step 39
For Specular Color, set the Brightness to 350%, and the Mix Mode to Multiply. Use Lumas (Effects > Lumas) as the Texture, and under the Lumas settings uncheck Active at Shader. For Specular 1, 2, & 3 change only the Color to light grey. For Anisotropy check Active, and set Projection to Planar.

Step 40
Assign this material to the three Sweep NURBS in the back.

Step 41
Create a Danel shader (in the Material Manager click File > Shader > Danel). Under Diffuse change the Color to grey.

Step 42
For Specular 2, change the Color to light grey.

Step 43
For Specular 3, change the Color to blue (67, 130, 169), the Intensity to 60%, the Size to 60%, the Glare to 90%, and the Fallof to 39%.

Step 44
For Reflection, change the Intensity to 15%, and the Edge Intensity to 45%.

Step 45
Check Anisotropy, set the Projection to Shrink Wrap, and check Specular 3.

Step 46
Assign this material to both of the SweepNURBS at the front.

Step 47
Duplicate the Danel shader material, and for Diffuse change the Color to bright orange (219, 116, 0).

Step 48
For Specular 2, change the Color to light orange, and for Specular 3, change the Color to orange. Select all other parameters by clicking on them while holding Shift, then right-click and choose Reset to Default.

Step 49
For Anisotropy change the Projection to Planar, and uncheck Specular 3.

Step 50
Assign this material to the Sphere.

Step 51
Add compositing tags to all of the objects except the lights, the Sky object, the Camera Object, and the Cube that already has a compositing tag assigned to it. Enable Object Buffer for all of the Compositing tags. Note: Make sure you set a unique buffer number for each object (1 for plane, 2 for first Sweep NURBS and so on). This will help you get rid of errors in the render if they occur.

Step 52
Open the Render Settings (Render > Render Settings…). Under Output, set the Width and Height to your requirements (I used 2400 x 1800 at 300 DPI). Under Save check Save in Multi-Pass Image. For Multi-Pass include Diffuse, Reflection, Global Illumination, Atmosphere, Depth, Illumination, and all Object Buffers. Also, change Separate Lights to All, and change Anti-Aliasing to Best.

Step 53
Add a Global Illumination effect. Under General, set the GI Mode to IR + QMC (Still Image), and change the Diffuse Depth to 2. Under Irradiance Cache, change the Cache Refinement to Medium, the Oversampling to Medium, and check Distance Map. Render.

Step 54
Open the rendered file in Photoshop.

Step 55
In both light groups duplicate the Specular layer.

Step 56
Duplicate the Atmosphere layer three times and merge the copies. Use the Smudge tool, Blur tool, and Surface Blur (Filter > Blur > Surface Blur) to blend the colors of visible light.

Step 57
Duplicate the Illumination layer and drop it above all of the other layers. Change the Blend mode to Soft Light, and the Opacity to 50%.

Step 58
Isolate the Sky from the Diffuse layer by going to the Channels palette and selecting all of the object buffers, then inverting the selection. Copy it to a new layer on top, and change the Blend Mode to Multiply, and the Opacity to 30%.

Step 59
Make sure that all desired layers are visible and press ctrl+shift+alt+E to create a new merged layer. To add a glare effect, apply a Gaussian Blur filter ( Filter > Blur > Gaussian Blur) and erase or mask certain areas. Change the Blend Mode to Screen.

Step 60
Press ctrl+shift+alt+E again, then apply a Lens Blur ( Filter > Blur > Lens Blur). In the Lens Blur window, change the Source to Depth and choose appropriate Blur Focal Distance and Iris settings. Congratulations, you’re done! Hope you learned something new!!

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nice work.. cool
Whoa, awesome!
Looks Cool!
I’m gonna try this one! Thanks!
Hey, the result is a little to much for me, but i do like it!!!
Sounds kinda strange i know, but i like to keep things clean and simple.. so i’m definitely going to try this one out!
Thanks in advance!
Heh, then you’ve never seen the kind of design that’s coming out of that country. Those guys are seriously on something. Their stuff is crazy-awesome.
thanks, a very good tuto
Very cool… but you will gonna need a NASA computer to handle a scene like this…
Cheers, some good techniques to learn here.
It’s looking great. i’m gonna to try it. Thank You
Wow looks great, i will try now, tuts+ rules!!!
Looks cool – Will try and mod it in my own way.
Hope that 8GB of RAM will be enough!
Thanks, Konstantin, for putting this tutorial up. You’re an excellent writer, and I appreciate that you actually write your tutorials out instead of doing a video; they’re so much easier to follow, and my internet is sooooo slow that it takes forever to download them. I love the effects you do (your armored spheres tut was awesome), PLEASE keep up the good work!
Nice! looks great and not to hard!
giga intéressent … lov it . can i now the hardware requirement plz ?!!
tnx man
really nice work dude! i like the final effect! i will give it a try, and for god’s sake…Thank you for a CINEMA 4D TUTORIAL! i cant see 3ds and stuff any longer -.-
The final results are good, like the graphic tutorials
AWESOME bro!
I dont get it, why not in video even when it is a tut of 10 min
Beautiful! Thanks for this!
great but please more posts in a day
and video tuts too:)
Amazing! I’ll have to try this in blender
so useful Thanks
awesome tut dude…. one off the topic question…. how do you change the colors of your buttons and scrool bars to green in photoshop like that?????? BUT IM BUSY WITH THE TUT NOW THO….. CHEERS… WANT MORE CINEMA 4D TUTORIALS!!!!!!!!!!!!!!!!!!!!!!!
It’s a color theme in windows xp. Olive.
pretty cool man
Great Tut… Thanks!
NICE!! Thanks….
Looking very great! Possible to do for Max or Maya too?
Nice tut. Can anybody help me? A have a problem with Step 6: when i made plane editable it became flat.
I’m pretty sure it is supposed to turn flat and you start grabbing sections with the selection tool and move them around as he mentioned to create depth and ‘hills’. Once you start doing that, it will start looking like his frame.
thx for the answer. Now i can’t undestand why we did first 5 steps? We just can made a plain and move and rotate polygons without FORMULA deformation.
I have the same problem, humanOid.
..and in the tut, steps 6 and 7 still appear to have the formula deformation applied…
I’d like to have some information about this, too – an additional video tutorial would solve this question, I’m sure
What you need to do is right click the plane object in the objects panel and click ‘Current state to object’. I’m not sure if this was a typo in the tutorial, but I figured it out after a minute or two.
what were we supposed to save the final file as, a psd? I saved it as a tif and am having a hard time merging all the psd layers together!
Hi, I also need help, I wanted to follow this tut in 3DS Max, but at the first steps I already got a problem: Is it possible in 3D Studio Max to extrude the polygons with a variation? I want to achieve something similiar like in the tutorial and I think the variation is important for that.
I also tried it with an other method: I’ve created the plane and then used Greeble, I switched to the Top view but now I have a problem to select just the “roofs”. I also checked “ignore backfacing” but I still select the sides.
Thank you for any tip!
Thank you for sharing.
Nice tutorial, I wanted to follow it in 3DS Max, but at the first steps I already got a problem: Is it possible in 3D Studio Max to extrude the polygons with a variation? I want to achieve something similiar like in the tutorial and I think the variation is important for that.
I also tried it with an other method: I’ve created the plane and then used Greeble, I switched to the Top view but now I have a problem to select just the “roofs”. I also checked “ignore backfacing” but I still select the sides.
Thank you for any tip!
Great tut, Thank u!!!
Awesome tutorial! Took me 4 hours to render on a MBP but it was totally worth it
first of all, thanks for the tutorial. i realy liked it!
now, here is a method, those of you, who want to creat a similar look in 3ds max (http://img188.imageshack.us/img188/1564/greeblescene3ds.jpg).
extrudeing the polys with various hight is the first problem. you can solve it, with the Greeble plugin. I prefer to chamfer the edges first, to creat a little space between the bloks, but this is not necessary. There is no need for the second level of the generation, so check off the Widgets/Generate checkbox. But we will work with the top polys so don’t
forget to check the Panels/Select Tops checkbox.
now the insert, and the second extrudeing. While the tops are selected, apply two Face Extrude modifier from the Modifier List dropdown. the first is for the polygon insert, so the Amount value should be 0 and the Scale around 80. the second is for the negative extrude so it’s Amount should around -0,6 and the Scale is 100.
that’s it!
I hope you like it my way! ^^
Thank you very much!!! You helped me. Look 3 posts above yours, I asked how I can do this and I had the idea with Greeble, but didn’t thought at Face Extrude. Now I can achieve what I want
Thanks again!
россия вперед !!!
Thanx for the tut this is an epic abstract scene. i was working with it my class and my teacher nearly crapped himself when i finished and rendered it i used different lighting though not a fan of orange =/
Great dude
I´ve made this tut tonight, and i was so happy to render it, so after 13 hours it was finished, and i was able to go forward in Photoshop, a couple of minutes later i had a new wallpaper…
Thx
For those wondering why their plane goes flat after making editable (C), what you need to do is right click the plane object in the objects panel and click ‘Current state to object’. I’m not sure if this was a typo in the tutorial, but I figured it out after a minute or two.
I cannot see any of the images in the tutorial page? This is true for many of the tuts here. It seems that the tuts that do not use a movie file use a series of steps with illustrations and these images are blank. Can someone tell me if there is another link to see the tut as intended?
Looking into it now!
Like v Ralle v I’m following this tutorial on 3DS Max, I don’t know how to change a sphere type to hexahedron, any help would be great, thanks in advance.
Thanks again Konstantin !!! fot this amazing tutorials you’ve made, the first one I’ve made was asbtract armored spheres and was very cool render time 15min, this one was much dificult to follow and render time was 6hrs but the result worth it.
In photoshop I used other technique because lens blur “source depth” didn’t worked quiet well for me, so I selected the back objects and blured, the the sphere and then a portion of the plane to get a better depth blur.
link to my example: http://www.krearts.com/diseno-web/portafolio/3D/Greeble_FINAL.jpg
Nice job Konstantin hope to see another tutorial soon.
Cheers from Cancun – Mexico