Oceans by Leo Torres 😀 Rendered in real-time in UE5. Blender’s Ocean generator was used to procedurally create the ocean textures / normal maps, as well as the animated vertex displacement data, which was then imported into UE5 using alembic geometry cache. RTX ray-tracing was used for the ocean reflections. Quixel Megascans assets for the rocks and cliffs. Lumen for dynamic real-time GI and Nanite for optimizing solid meshes.
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