! REPORT
Nature's Ire
3D Render by squib"...and though the fire spread from 'er like wild vines 'cross the forest floor, it did not burn... no, the fire only made the plants grow wild, almost with a vengeance...
and so all the timber-smiths call 'er... Nature's Ire...
...so that's why we don't gather lumber from that side of the forest! Now put it back!"
This piece was done almost entirely in Blender. The figure is utilizing a base Daz G8F model with the 'VFox Molly for Genesis 8 Female (July Gift)' (by VFoxGames; https://www.renderhub.com/vfoxgames) skin texture (I believe I altered it to have just a little more subsurface scattering which you can see mostly in her legs) and the 'Meena for Genesis 8 Female' (by Zaap; https://www.renderhub.com/zaap) eyebrow and tear objects; custom morphs were used for the facial features before the model was imported to Blender using the Diffeomorphic add-on.
All of the nature objects (trees, flowers, bushes, grass, rocks, stump, plant-textures, fire textures, etc.) were gathered from various sources, though almost all of them are from BlenderKit (https://www.blenderkit.com), and all of which were obtained under a creative commons license or similar licensing (the .blend file can be provided as requested for verification if needed; it is a very hefty file).
The clothing was created from scratch in Blender, created with basic mesh objects and a cloth simulation, then I applied the modifier to finalize the meshes (top tunic and bottom leaf skirt) before adding the textures from BlenderKit. The hair was created from scratch using Blender's hair-particle simulation and converted to a mesh object with a principled hair BSDF shader node.
The fire is a smoke simulation influenced by a wind force-field simulation and a principled volume shader node setup. The sparks are a particle simulation influenced by the same wind force-field simulation with a basic emission shader on the simulation object.
The vines were created using Blender's ivy-gen add-on with a fire-sprites texture and I added particle simulations to the leaf objects to add the flowers and other plant blossoms on her body.
The landscape is using seven different geometry node setups (scattering) for the various trees, rocks, bark scraps, and weed plants (etc.) strewn across the ground.
The lighting is a mixture of an HDRI (from BlenderKit) in a cube and various fill lights, as well as the emission lighting from the fire and vines (I think the sparks' emission were negligible).
Overall, there are nine active particle simulations, two active smoke simulations, and two active force-field simulations in the scene.
First Image: Contest Entry (3240x4096)
Second Image: Beauty Render (before compositing)
Third Image: Viewport Render Preview (viewport shading)
Fourth Image: Screenshot of Viewport Display (mesh shading; camera view; simplified to exclude most of the geo-nodes)
Fifth Image: Screenshot of Viewport Display (mesh shading; off angle; simplified to exclude most of the geo-nodes)
Sixth Image: Screenshot of Daz Viewport Display (censored; censoring for this image was the only time Krita was used during the project except for cross-referencing and mark-ups for fixing during the process)
Video: Screen-recording of the Blender viewport with the geo-nodes activated (excluding the trees because they are displayed as bounds in the viewport, so it obscures the view)
and so all the timber-smiths call 'er... Nature's Ire...
...so that's why we don't gather lumber from that side of the forest! Now put it back!"
This piece was done almost entirely in Blender. The figure is utilizing a base Daz G8F model with the 'VFox Molly for Genesis 8 Female (July Gift)' (by VFoxGames; https://www.renderhub.com/vfoxgames) skin texture (I believe I altered it to have just a little more subsurface scattering which you can see mostly in her legs) and the 'Meena for Genesis 8 Female' (by Zaap; https://www.renderhub.com/zaap) eyebrow and tear objects; custom morphs were used for the facial features before the model was imported to Blender using the Diffeomorphic add-on.
All of the nature objects (trees, flowers, bushes, grass, rocks, stump, plant-textures, fire textures, etc.) were gathered from various sources, though almost all of them are from BlenderKit (https://www.blenderkit.com), and all of which were obtained under a creative commons license or similar licensing (the .blend file can be provided as requested for verification if needed; it is a very hefty file).
The clothing was created from scratch in Blender, created with basic mesh objects and a cloth simulation, then I applied the modifier to finalize the meshes (top tunic and bottom leaf skirt) before adding the textures from BlenderKit. The hair was created from scratch using Blender's hair-particle simulation and converted to a mesh object with a principled hair BSDF shader node.
The fire is a smoke simulation influenced by a wind force-field simulation and a principled volume shader node setup. The sparks are a particle simulation influenced by the same wind force-field simulation with a basic emission shader on the simulation object.
The vines were created using Blender's ivy-gen add-on with a fire-sprites texture and I added particle simulations to the leaf objects to add the flowers and other plant blossoms on her body.
The landscape is using seven different geometry node setups (scattering) for the various trees, rocks, bark scraps, and weed plants (etc.) strewn across the ground.
The lighting is a mixture of an HDRI (from BlenderKit) in a cube and various fill lights, as well as the emission lighting from the fire and vines (I think the sparks' emission were negligible).
Overall, there are nine active particle simulations, two active smoke simulations, and two active force-field simulations in the scene.
First Image: Contest Entry (3240x4096)
Second Image: Beauty Render (before compositing)
Third Image: Viewport Render Preview (viewport shading)
Fourth Image: Screenshot of Viewport Display (mesh shading; camera view; simplified to exclude most of the geo-nodes)
Fifth Image: Screenshot of Viewport Display (mesh shading; off angle; simplified to exclude most of the geo-nodes)
Sixth Image: Screenshot of Daz Viewport Display (censored; censoring for this image was the only time Krita was used during the project except for cross-referencing and mark-ups for fixing during the process)
Video: Screen-recording of the Blender viewport with the geo-nodes activated (excluding the trees because they are displayed as bounds in the viewport, so it obscures the view)
Nature's Ire
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