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We recreated the Cinema 4D scene in three.js by importing the objects inside the. Three.js Implementation Importing scene models The meant carving out sections of the landscape, such as the backside of the mountains flanking the valleys. If the camera was not going to see something, we deleted it. So before we exported the scene, we deleted any unused objects and merged the trees into one single object with one material instance. It is important to reduce the number of unique geometries and materials when working with three.js, however, for both performance and logistics reasons. In Cinema 4D the trees were dozens of individual objects each with their own instance of the tree material. Reduce the number of individual objects by merging
![load material cinema 4d load material cinema 4d](https://belchaa.com/wp-content/uploads/2018/12/Octane-Render-4-Crack.png)
This made the units too massive to easily handle, however, so we scaled the scene down to centimeters before exporting. The original scene was modeled to match the actual landscape, in meters. To exporting the assets from Cinema 4D to three.js it was important to get several things right, or we found the results were unwieldy, mismatched, slow, etc. So we instead created a second camera, framed it just right, then set the Motion Camera to switch between aligning itself to the spline, and aligning itself to this second camera, at the very end of the sequence. At the end I wanted the camera to come to rest in a very precise position, which proved difficult to achieve by tweaking the spline points. The Motion Camera's path was set to the spline, and the Camera Position then animated from 0 to 100%. A spline was carefully modeled, sweeping through the scene. The camera animation was defined with Cinema 4D's Motion Camera tool. The shader is a set to 2000cm, and mapped to the position of the camera, making objects close to the camera dark, and objects further away progressively lighter. The fade of the landscape, from purple to light blue as it stretches into the distance, was achieved with a Gradient shader in the landscape material's Luminance channel. The landscape, water, trees etc are all colored with shaders. Getting the lighting right was critical to achieving the desired look, and performance was a concern, so we opted to use a shader-based system. This landscape was then modeled in Cinema 4D using the sculpt tool. To find a location, we used Google Earth to identify promising flight paths and vistas, eventually settling on a path stretching south from a mountain peak to the town of Sechelt.
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It was important to us to capture the reality of BC's coastal landscape, with its steep glacier-carved valleys and it's uncountable forested islands, stretching north from Vancouver to Alaska. Pre Production Inspiration and art direction