The Backrooms For Blender Eevee And Cycles
NOTE This is developed in Blender 3.0, If the Eevee lighting is missing in newer versions, just rebake the indirect lighting and it will be looking like my renders in seconds.
This download contains a textured and lit scene of the backrooms. This model can be used for commercial purposes and works with realtime game engines.
Short description
The filter you see on the renders is built into the compositor.
Performance (Eevee)
The scene is extremely optimized, perfectly suited for high quality animations with very low memory usage (on most pc’s it will render under a second per frame)
Cycles
All cycles settings are already set up (textures, lighting, samples, bounces, denoiser)
Eevee
This scene is designed and optimized around Eevee. all the lighting and reflections are baked in by using a irradiance volume and reflection cubes. The lighting is generated with emissive materials (not light objects)
Every object you import into this scene will automatically adapt the lighting and reflections of the scene
Other engines/software
It’s possible to use this in other (game)engines as well but for optimization reasons all materials only have the diffuse texture in them. The roughness and bumpmaps are generated with nodes that use the data from the diffuse texture. (so only diffuse textures are included)
Use cases:
(commercial/monetized) Examples for this scene can be used for: Game / Environment design, Metaverse, VR, AR and other realtime apps. Research, Interior renders, Greenscreen, Animation, advertisement, Education, presentations, Design study, NFT, Film scene
Polycount
• Objects: 27
• Vertices: 29,244
• Edges: 57,739
• Faces: 28,535
• Triangles: 58,408
Native file
• BLEND (native)
Exports:
All file exports are exported using blenders default settings.
• FBX
• OBJ
• DAE
• GLB
• STL
• ABC
• PLY
• USDC