For this tutorial you will need the following programs:

Cinema 4D - For Rendering and setting up the scene. (some basic knowledge with this program will be needed)

Jmc2Obj - For importing the world into Cinema 4D

If anything in this tutorial is wrong, needs clarification or if you want to request another tutorial just contact me on Twitter!

 

 

Step One – Exporting

Start up jMc2Obj and you should be greeted with a screen like this:

Jmc1(click me for high res)

Click on the dropdown world selector in the top and select the world you want to convert into a .Obj, alternatively locate the world map yourself by clicking on the three dots right next too it.

Once you have selected your world proceed to click ”Load”  to load up your world in jMc2Obj. Click and Drag to make a selection from your world that you want to render out.

jmc3(click me for high res)

When you have made your selection its time to export it so it’s Cinema 4D ready, my export settings can be seen below, but you are free to play around with it to get a good result. Remember to set a destination for your textures too, preferably in the same place as too where you are exporting your world!

jmc4(click me for high res)

Export these somewhere where you can find them easily!

Step Two – Importing and setting up a camera in your scene

Start up Cinema 4D and drag in your newely exported .Obj file.


Once you have dropped the file into Cinema 4D a Waveftont Import screen should appear, just click OK and wait while your world loads in.

This might take a while depending on your world size! Once the world has been fully loaded into Cinema 4D you can click this button on the top of Cinema 4D to create a simple camera.Cinema 4D 1 Once you have created the camera you can hop into Camera view by clicking the small black cross next to the camera in the objects list. Cinema 4D 2 If its white you are in the camera view, if its black you are not. Proceed to moving the camera to where you want it in your scene, for me that is here: Cinema 4D 5 Once you are happy with your camera position you can jump out of camera view to make sure you don’t accidentaly move your camera away!

Step Three – Textures

 

Now its time to add all the different textures to your blocks, this is a very time consuming but easy proccess.
The textures are located on the bottom of Cinema 4D, start of with clicking the first texture that will be visible in your scene (You can skip any texture you know wont be visible!). Texture1 The very first thing you need to do is remove  Specular, just tick it off so its not activated anymore!

Then in the color tab click the three small dots next to ”Texture” and locate the texture file it asks for, in my case its Dirt_Grass_Top. Texture2 Once the texture is loaded make sure you change the Texture Sampling from MIP to None.
This way your textures wont come off as blury.

Pretty much all textures needs to be done like this, but some textures (Such as tall grass, leaves, lilypads) require you to activate the Alpha channel for transparancy.
Simply activate the alpha tab and load in the same texture there just as you did in the color tab (Again make sure you change the sampling to None from MIP)!

Texture4 Do this to every single texture but the water one.

Now the only texture you do not want to load a Minecraft texture for is the water.

A realistic water texture is quite complicated and might need editing to work for your scene. But this is how i usually do it.

Start of by changing the color of your water object to a deep light blue color, this is all you need to do in the color tab.
Activate the Transparancy tab and change the color to a very very light grey color. Then change the Refraction of the transparancy to 1.3. It should look something like this:

Water1 Then activate Reflection, drag down the brightness to maybe 30%-40%,  and change the blurriness to 10%. (you may of course play around with this if you want more reflection/reflection blurr) Water2 Now we will make the waves on the water texture, we will do this with the Displacement tab.

Activate displacement and go into its options, start of by checking the ”Sub-Polygon Displacement option”  and then click the small arrow next to Texture and click Noise.
Click on the small noise image that appears to enter the noise settings, in there change the noise from ”Noise” to ”Wavy Turbulence”

Also change the global scale of the noise to around 200%, it should look something like this.

water6 Feel free to play around with the Displacement strenght to get the best water waves for your scene.

Make sure you do some test renders when the textures are all done, this is what my scene now looks like: Test Render1

 Not that pretty yet, but it gets better!

Step Four – Lighting And Rendering

Now your world has textures, but it still needs light!
I usually use a Physical Sky for my renders unless i want to do something special with it. Create a physical sky by press and holding this button next to the camera icon, and select ”Physical Sky”

Light1

The physical sky is easy to work with, press it on the object list to open the options, then go to ”Time and Date” to change the sun position in your scene. You can also rotate the sky object itself to change the sun location.

Light2

Make a few test renders while playing around with the sun location to get the shadows you want. My scene looks like this and i’m pretty happy with the shadows!

Light3

Now as you can see it still doesn’t look very good, its because we havent edited the render settings yet!

Open the render settings by clicking this icon at the top.

Rendering1

 Once in the render settings you have a few changes to do, first you want to change the output size to something bigger, i will use 1440×900 for my render, but this is completely up to you. ’
Next, go to save and change the format to .PNG, also activate the Alpha Channel tab if you want to render the scene out without the background that comes with the physical sky, so you can add one yourself in ex Photoshop. (Thats what i do)

Next go to Anti-Aliasing, change it from Geometry to Best and Edit the Min/Max level. The higher you use the better your render will look. But it also takes a lot longer to render it out. i’m going to use a Minimum of 4x and a Maximum of 8x.

Render3

Next you want to click the effect button on the bottom of your render settings and select Ambient Occlusion and Global Illumination.
For Ambient Occlusion the only edit you have to make is click ”EVALUATE TRANSPARANCY” this will make sure the Grass/Flowers with alpha in them will render properly. You can also lower the Global Illumination Sampling and Irridiance Cashe options. this way your render will be faster, and the difference wont be much.

Once you have added these you can do another test render, my scene now looks like this, and i’m pretty happy with it!

Finished

If you are happy with how it looks you can do your final render, do this by clicking on this icon to render it out in the picture viewer.

FinsihedRender

When its done rendering you can simply save it to your desktop. The rendering might take a fair bit of time depending on your computer and the size of the image you are rendering!

 

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