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SciFi Cityscape - Lighting/Comp Breakdown

Updated: Mar 31

My goal starting this project was to learn more about using Blenders geometry nodes. Its lit using one main light source, and the city scape was modeled using procedural geometry nodes and textures. I also experimented with using particles and shaders to create the light tunnels. I settled on using a noise pattern being translated and slowly evolved. Scene is rendered with EEVEE to .EXR files, and comp was done in Nuke.








 
 
 

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