Potions Storeroom

Final render. Blender, Cycles

Final render. Blender, Cycles

Xray wireframe

Xray wireframe

Solids

Solids

Dusty glass material, translucency testing

Dusty glass material, translucency testing

Dialing in liquid and kelp light interactions

Dialing in liquid and kelp light interactions

Geo node setup to create the phials of potion ingredients. Using translucency driven by vertex color to get the variations.

Geo node setup to create the phials of potion ingredients. Using translucency driven by vertex color to get the variations.

Potions Storeroom

Potions Storeroom render. This started as some practice to make a dusty glass material, and I wanted to push the dusty, dark environment feel. All models and shaders created by me in Blender/Substance. I used cloth sim to place the kelp in the jar. Particles to fill the liquid with particulate and float the dust motes. The light beams are just primitives with a position gradient in the volume shader. I used Thomas Kole's excellent geo node setup for cobwebs. https://gitlab.com/thomaskole/geometry-nodes-cobwebs.