I've been wanting to go back to realistic nature scenes in a while. Finally had enough time to experiment.

All assets are made from scratch. I used SpeedTree to generate the trees and Maya for all other plants (there are 7 kinds, each with 3-4 variations).

Plant textures have been individually photographed and then turned into PBR materials using Substance 3D Sampler. The same tool has been used to assemble photogrammetry models, such as the tree stump.

The terrain is procedural and I am using a Substance material with heavy displacement, to generate a rocky surface. I used instance scattering to distribute proxy assets across the terrain. Various effectors are driving the randomization of the proxies, such as rotation, scaling, density distribution, the water line, etc.

The mountain in the background was made using Gaea and textured in Substance 3D Painter.

The entire scene was assembled in C4D and rendered with Redshift.

All and all, the scene has about 700,000 scattered assets. 4K render with volumetric and environment fog, Depth of Field and various lighting effects took about 1h to process, which is not too bad, considering almost every asset has subsurface scattering material assign to it.
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Flux
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