Procedurally generated city (360 panorama)

A procedurally generated city prototype with handmade texture maps for all building facades
These maps have channels for: diffuse, metallic, roughness and displacement.

The displacement is achieved trough adaptive subdivision. The buildings that are closer to the camera are subdivided up to 10 times.

The trees are from another project, there are 30.000 trees in this city. The total polycount of the whole project is a bit over 7 million.

Everything (including the texture maps) is created and rendered in Blender without any plugins.