

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. 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
