DESCRIPTION
Eternity Pass

[Eternity Pass] is a canyon scenery based on the last mission of Need for Speed: Carbon (2006), where the player faces off against Darius.

The iconic race events are known as [Canyon Duels] along the canyon routes surrounding Palmont City.

The route is the final duel in the northern borough of [Palmont City], the Silverton.

It is also featured as the gold-tier Canyon Duel Challenge Series event at the game's intro, in which the player has to drive the BMW M3 GTR against Cross's Corvette Z06.

The tarmac stretches more than 3.1 miles (~5 km), with tight and dangerous corners including hairpins, chicanes, and overlooks, along the rocky cliffs of the canyon filled with vegetation, offering views of the city.

This remastered version preserves the atmosphere of the game: a mysterious dark night leaving you with a lonely, gritty feel, just like the old times...

Specs

It's heavily optimized. Even mid/low-end PCs can render frames of it without much of an issue (it's actually modeled and tested on a low-end laptop).

There's no noticeable viewport lag, and generally, it can be considered a game-ready scene!

  • Objects: 40,617
  • Vertices: 4,871,828
  • Edges: 8,588,934
  • Faces: 3,984,589
  • Triangles: 7,433,153

There are a few properties in the Scene Properties to alter some options such as:

  • Wind strength
  • Season change (Spring, Summer, and Fall only)
  • Terrain-related settings

And more options related to the scattered objects (pebbles, buildings, etc.) using Particle Systems and Geometry Nodes, which are defined on objects but can easily be altered.

Scattering is mostly handled via Blender's Collection Instancing. But the base objects are available for any alteration...

The material count isn't high and would decrease with each released patch. There's also a practice of using procedural shaders rather than actual textures. All procedural materials have ready nodes to replace with texture maps.

All objects and files in the scene are well organized in Collections.

System Requirements

This scene is targeted for Cycles but optimized for both EEVEE and Cycles.

Minimum:

  • Blender 4.3
  • GPU Memory (Cycles at 1080p): 6 GB VRAM
  • 4 GB available space

Memory requirements for the EEVEE renderer are higher than Cycles... You'd most likely need at least 32 GB of RAM to use EEVEE.

Theoretically, you can render using a GPU with less than 6 GB of memory by hiding collections and lowering the resolution. Settings such as camera culling and compact BVH would also help lower the memory usage.

Used Assets

This work wouldn't be possible without the many great Blender add-ons such as [GrungIt], which is responsible for many surface imperfections throughout the entire scene; [AutoTerrainer] for generating the terrain in the environment; Geometry Nodes; and some 3D models from [BlenderKit]—and many more...

It took me about 400 hours to create and optimize this work, and many more features and improvements are planned...

If you consider using this map in a commercial project or exporting it for a game, contact me.

Eternity Pass v1.0
Copyright 2025 - Dartan

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Eternity Pass Canyon Low-poly 3D model

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Size: 1.32 GB
Renderer: Cycles | 4.5 | 4.5
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