
01
Light in Matter

Our approach to lighting is inspired by the work of a director of photography. We recreate a real photo studio within the game engine, but freed from its constraints: where a real set imposes technical and space limitations, we benefit from total freedom over the number of light sources deployed in the scene.
Often, lights alone are not enough to render the soul of the material. We then proceed with a form of compositing directly within the material: rather than layering in post-production, we simulate reflections within the material itself, which in turn becomes a light emitter. The shader is thus view-dependent: it varies according to the viewer’s perspective by utilizing its reflection vector. Specular reflections are emitted from the object itself, in addition to its physical specularity.
02
The Digital Craftsmanship of Materials

We render increasingly complex materials such as brushed steel, pitted steel, and precious metals with embossed engravings. Each watch case back is unique, handcrafted.
Other specific treatments such as enamel or mother-of-pearl allow light to pass partially through translucency, which brings full realism to the object, as well as the vibrations and emotion inherent to these materials.
The rendering of gems mobilizes a true virtual laboratory. It depends not only on the artistic direction but also on the typology of the stone – gem or rock crystal. The rendering of precious stones is thus regularly the subject of specific research and development, in order to accurately create the desired enchantment and magic.
