The last refuge for the survivors, if they make it on time.
Blenders amazing adaptive subdivision (tessellation) meant this screen was super simple to direct and manage while giving me full creative control through procedural texturing.
A scene I modeled to put Cycles X through its passes! Imagined as an old cave tunnel that has been occupied as a safe haven for survivors in a cataclysm.
Rendered with the brand new Blender 3.0 using the Cycles X render engine. Textures are complexly procedural in Blender, and adaptive subdivisions were used to add dynamic and optimized details to the environment.