Camera Falloff Example
What started out as a simple test to explain camera-driven shader effects in Cinema 4D to a friend in need, turned into, well I don’t know, THIS I guess. Staring at that Optical Flare in the hazy distance makes me ponder the meaning of existence. Then I just click on a cat video and I’m all better.
But I digress. I’m using the gradient shader in “3D spherical mode” set to camera space applied to cloned spheres. As objects come closer to the camera, they glow. Objects in the distance are dark. A nice way to fake fog in your scenes (and a lot of other things depending on which channels you use it in)
The radius value (below) determines the length of the gradient effect (left to right, left being the camera which is at the center of the “virtual” sphere). I copied this shader setting into my diffuse channel to darken the objects in the distance.
I’ve done some post work on the clip above which kind of makes the camera falloff luminance harder to spot, but hopefully it makes sense. I got a little carried away.
I came upon this technique maybe a decade ago as described by CG/VFX artist Richard Morris (aka Jackals Forge of Gallerie Abominate fame) on his website documenting his cg production process for the science documentary BodyStory 2 for BBC. Make sure you check out his work. Although his website is over a decade old, the work still looks great and the information can still very useful to those in the biomedical visualization field. The relevant information can be found in the “Dynamic Shading” section of the article.
Jackal’s Forge BodyStory 2 Tech. Click here for website/article