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Forest Resort

A little compositing exercise - here elements from both offline path-tracers (Blender Cycles, Keyshot) were composited over real-time elements (Unreal Engine).

This allowed provided for a work-around to the reflection + water depth limitation of game engines - allowing for the best of both worlds. Notably, the backdrop was imported in from a previous project and used to match the lighting between the two scenes.

This allowed provided for a work-around to the reflection + water depth limitation of game engines - allowing for the best of both worlds. Notably, the backdrop was imported in from a previous project and used to match the lighting between the two scenes.

This allowed provided for a work-around to the reflection + water depth limitation of game engines - allowing for the best of both worlds. Notably, the backdrop was imported in from a previous project and used to match the lighting between the two scenes.

This allowed provided for a work-around to the reflection + water depth limitation of game engines - allowing for the best of both worlds. Notably, the backdrop was imported in from a previous project and used to match the lighting between the two scenes.