Working on a 360° VR project offers a range of new design possibilities, as Marc describes: “As an artist you have limited possibilities for controlling the viewer’s focus using camera movements. VR opens new possibilities for letting the viewer dive deeper into the overall experience by using composition, animation and sound to steer them in the desired direction.”
Marc created the entire landscape and vegetation using Cinema 4D. He first created the ground as a plane, brought it roughly into shape and used the Sculpt tools to add details such as cracks and rocks. He used the MoGraph tools to add life to the barren ground: he used the MoGraph Cloner object to quickly add a variety of trees, bushes and grasses. The Random Effector was used to vary the elements in size and rotation, and spacing was added using Shader Effectors and noise.
A particular technical challenge was optimizing the performance and render times for this highly complex environment with its dense vegetation. This is where Cinema 4D render instances came into play, which made it possible to add huge numbers of MoGraph clones without taking up loads of memory. Marc used Plain Effectors to control the visibility of render instances in relation to their distance from the camera, which further optimized the scene’s performance.
Dynamics was used to add atmospheric detail such as leaves blowing in the wind. TurbulenceFD was used to create dust on the construction site and fog between the trees.