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#How to make greebles in autodesk maya 2017 how to
It took HOURS to figure out how to use material Nodes in the new Blender because all tutorials for effects are in some old ugly Blender version that’s totally different and everything in this goddessforsaken program is like this. Why? Because in Blender, wireframes are 1 px. So I turned it green and hit “wireframe” and immediately wanted to cry.
![how to make greebles in autodesk maya 2017 how to make greebles in autodesk maya 2017](https://www.infernovfx.com/images/software_greebleMaker_01.jpg)
Once the formula was good, I was faced with a solid, ugly, funnel. A beautifully proportional version of my hacky trial-and-error versions. You know what’s close to 0.1? 1/π²! So there you go. In fact anything 0.1.0.5 is pretty good, but smaller tended to be better. When you try log(u+1) it’s too wide as I said, but playing around you’ll notice u+0.5 is way better. Look, I’m inexperienced and just have a big bag of Math tricks, not formal education. But what base to use? Well obviously use the circle constant as a base.even though e is the natural log base lmao. That’s pretty typical behavior of log curves. Why? Well if you look at just the negative space-as you might do with the integral calculus when trying to find the area under a curve, it appears to be rather flat near the bottom and drop off slowly at the rim of the funnel. I reasoned that the curve is probably a logarithmic curve.
![how to make greebles in autodesk maya 2017 how to make greebles in autodesk maya 2017](https://i.ytimg.com/vi/qgVEWgLKAMo/maxresdefault.jpg)
The Z axis is where the real magic happens. If I lost you, just know it’s a way to write “draw a circle”. I basically just reasoned that X,Y should be proportionally circular which is obviously just the cos and sin of two variables, creating an Euler coordinate system. So the formula for the topology you see above had to be my own original one. But when I looked up their gravity depictions (in 3 dimensions, those tensor fields are actually 4D in the math), the space curvature didn’t actually look like the art. I was trying to make a pretty accurate render of the funnel in the original card game which I erroneously assumed was meant to be a wormhole or black hole.