Cinema 4D / BodyPaint 3D Program Documentation Reference Cinema 4D Cinema 4D Visualize, Broadcast, Studio Advanced Render
Function available in CINEMA 4D Visualize, Studio

Physical Sky

Physical Sky

Creating a Sky

To create a sky, simply follow these steps:

  1. In the menu at the top of your interface, select Create / Physical Sky / Physical Sky.

  2. In the Object Manager, double-click on the newly created Sky object, click on the "Load Weather Preset" button and select one of the available skies from the menu.

  3. If necessary, enter the time of day (in the Beginner tab’s Time settings) your simulation should take place. In the City setting, select the city nearest your simulation’s location. Now the position of the sun in your simulation has clearly been defined.

  4. If desired, clouds can be created as well. To do so, enable the Clouds option in the Sky Manager.

You have already created the most important attributes: The sky itself with 2D clouds, and the sun.

All additional effects can now be set in the Sky Manager. By switching to the Advanced mode in the Object tab, you can access all effects Sky has to offer.

Physical Sky can simulate many weather and sky effects.

Which light sources does Physical Sky use?

After Physical Sky has been selected, internal light sources will automatically be placed into the scene. These light sources can only be edited to a certain degree.

These light sources are:

Sun and moon light sources can be replaced with your own light sources (see Sun Light Tab).

Of course you can place light sources as you see fit, but they will not influence the Sky effects. As is so often the case, there is an exception to the rule: you can light volumetric clouds with your own light sources (see Volumetric).

Creating Clouds Quickly

Follow these steps to quickly create useful shapes for volumetric clouds:

Physical Sky and PyroCluster

Since Physical Sky and PyroCluster are both volumetric effects, using them at the same time could cause problems because they both use the Environment object.

This is especially true when a volumetric cloud is positioned in the camera’s line of sight and in front of a PyroCluster volume tracer, or the other way around.

In order to avoid this, you can assign a cube to the PyroCluster volume tracer, which will then calculate the volume for PyroCluster.

What you should definitely avoid, though, is a spatial overlapping of volumetric clouds with PyroCluster clouds. There is no work-around for this.

Limitation

Physical Sky cannot be output separately as a Multi-Pass.