Hi. I’m Marc Potocnik from 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. [MUSIC PLAYING] 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 plugins, 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 micro scale to macro scale, 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. [MUSIC PLAYING]

Mountainvista | Procedural Landscaping with Cinema 4D | SIGGRAPH 2018 | Intel Software
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