Part 1
Scene Breakdowns —
Part 1
PART 1: Mountain Daydream
Scene Breakdown (in semi-sequential order as shown in film):
N.B. : citations/links for all of the external sources that were used in the piece (i.e. anything that I didn’t specifically make myself) are listed in the ‘References’ section
Scene #1 — Fantasy Forest
Scene Overview (All Elements)
Scene Overview (Just Foreground Elements)
Modeling The Initial Terrain
Tweaking Foreground Terrain + Positioning Camera
Added Trees
As with the rest of the plant models, the trees were distributed via several Mash networks using instancers
Added Flowers
Added Rocks, Twigs, Shrubs and Other Elements to the Forest's Central Pathway
Added Deer Geometry + Animated The Deer
Added Final Touches To Scene w/ More Realistic, High-Poly Props
Highpoly props for logs/trunks/etc. were obtained via kitbash nature asset pack
Modeling Background Terrain
Repeating Same Process For Laying Out Environment of the Background Terrain
(via instanced Mash networks primarily)
Texturing The Flowers Procedurally
Texturing the First Deer
Texturing the Second Deer
Adding Textures To The First Set Of Trees
Adding Textures To The Second Set Of Trees
Initial Test Render, Added Atmospheric Volume To The Scene
Initial Rough Render #2 W/ Trees
Initial Rough Render #3 W/ Flowers
Final Render #1
Final Render #2
Final Render #3
Final Render #4
Scene #2 — Sunset Mountain Vista
Scene Overview
Sculpting The Terrain With Texture Deformers
Adding The Mountain Terrain To The Core Scene
Adding The Foreground Terrain
Adding The Ruins
Ruin Models Obtained Via Kitbash Assets
Adding The PaintFX Trees
Adding The Instanced Paint FX Grass Via A Mash Network Distribution Node
Overview Of Mash Network's Instanced Distribution Network And Falloff Objects
Adding The Character To The Scene

Initial Test Playblast
Texturing The Terrain Via An Arnold Mixed-Shader Network
Adding An HDRI Backplate
Adding Ai Atmospheric Fog (To Be Composited In Post Using Multi-Channel EXR AOVS)
Adding Sunrise Effect Via Arnold's Atmospheric Volume Node
Test Rendering The Ai Toon Shaders With The Atmospheric Volume Effect
Test Rendering The Scene Without The Instanced Grass Repro Mesh
Putting It All Together
Test Render #1
Test Render #2

Final Playblast Before Rendering Everything
Final Render #1
Final Render #2
Final Render #3
Final Render #4
You can see the ‘crumbling’ effect here, where the mountains start to fall away, which was created, again, using Mash!
