‹ Retornar à série de vídeos: SIGGRAPH 2018

Mountainvista: Procedural Landscaping with Cinema 4D*

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Learn how Marc Potocnik tested the limits of native Cinema 4D* shaders to create approaches to procedural landscapes.

Read about the Mountainvista demo

Read the Maxon Cinema 4D* Release 20 Notes

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Hi. I'm Marc Potocnik from [the] German animation studio Renderbaron. I'm here at SIGGRAPH 2018 in Vancouver at Intel booth demoing the Mountainvista project file created for benchmarking the Core™ i9 CPU [sic].

This workload is all about procedural landscaping with Cinema 4D* only based on procedural shaders, mostly noise shaders of Cinema 4D. Procedural landscaping is all about creating rich natural environments without pixels, without hassling around with UV coordinates, and of course without plug-ins, only with the native Cinema 4D shader tool set. And it's all about creating landscapes with noise and procedural shaders.

The Mountainvista workload was created for benchmarking the Core i9 CPU. And there were certain requirements to that scene. The file size should be around 500 megabytes. The RAM footprint should be no larger than 32 gigabytes. A render time per frame should be a maximum of [? 15 ?] minutes per full HD frame.

And with these requirements in mind, I created that scene based on noise space displacement for modeling purpose. And of course, shading, which is also fully procedural. So all the landscape details, from microscale to macroscale, are completely procedural, which means you are seeing stones and cobblestones and pebbles, you're seeing soil and roots, and you're seeing large-scale rock structures and field structures in the distance. So all of that is procedurally created in Cinema 4D.

Thanks, guys, for watching. For more information about the magic and the power of procedural landscaping, procedural modeling and shading with Cinema 4D and some other amazing stuff from the fields of visual effects and visualization, visit www.renderbaron.de.