Photorealistic Water Canyon Landscape

Goal of this project:

To create a non-destructive photorealistic water canyon landscape using procedural textures via object displacement.

What I'm talking about:

Final render

Final render This project has been shared on Blenderartists.org and featured on Blendernation. Go give it a like if you please!

What you're seeing: A computer generated image where the underlying geometry for both the water, canyon, and clouds are nothing more than just planes or cubes with four or eight vertices. All variations in geometry (water ripples, canyon variations, cloud details) were generated using displacement based on a procedural texture.

Technical Details
  • Render engine: Cycles X (via Blender 3.6.0)
  • Render time: 15 minutes
  • Denoising: a "mix" of the original noisey image and the Blender built-in denoised image with a factor of 0.618

About this project

overall

Canyon

Blender's musgrave texture was used to generate the canyon geometry. Here's part of the Musgrave texture responsible for the canyon displacement (brighter = more displacement)

raw canyon displacement texture

The canyon texture was procedurally generated based on the Blender noise texture by increasing the z-scale to create a layered appearance, then using the result as a factor to control two raw color inputs (shown below).

canyon texture mask

Combining the procedural displacement with the texturing, here's the final result as seen in the viewport. (The low-poly appearance is an effect of viewport optimization)

canyon final result

Note that a subdivision surface modifier was used with the adaptive subdivision option to subdivide the canyon plane based on the camera location.

Water

Despite being able to generate the wave displacement easily by tweaking the Musgrave texture, the water was the most difficult to recreate due to its surface roughness and transparency. As well, the splashing waves against the canyon base also required some clever use of node groups.

The ambient occlusion node was really handy as it helped distinguish areas where geometries intersected. Thus, generating a mask based on its output, I was able to

A close-up of the shoreline (as seen in the viewport) is shown here (as unrealistic as it looks, the details are hardly noticeable when taking an aerial shot).

shoreline closeup

The only non-procedural part of this project was the trail left by the boat in the water, where Wave Dynamic Paint was used to create the parting waves.

boat trail

Clouds & Fog

Clouds were generated with the 3D variation of the Musgrave texture. A volume scatting node with a few tweaks was used to create its appearance.

clouds

Volumetric fog was originally added, though removed in the final render as it was too taxing on the rendering time with little gain in visual value.

Lighting

The lighting was completely done with the use of a sunset HDRI texture found on Poly Haven. Some rotations, including a few degrees on the y-axis, were performed to allow the sunlight to shine over the canyons and directly onto the sail of the boat to create a focal point in the final render.

boat

Remarks

clay render

This project was carried through as an exploration of the extent at which procedural textures could be used to create geometries that were the main subject of a render. Such a method of creating landscapes, distinct from the traditional mode of manual modelling, simplifies the generation of non-repetitive natural scenes. It does, however, present barriers for the artist when wanting precise control over the landscape layout.

If you are interested in the original project file or have questions, please don't hesitate to contact me.


Last updated August 29th, 2023