Apr. 17, 2017 - Blender, Photoshop
A closeup render of a detailed rock floor texture.
I rendered this very small scene as a test of the possibilities with blender's microdisplacement. This feature is still new and considered "experimental" in the current blender version. The material was created using a tileable texture I made from a random wall in Italy. The heightmap had to be slightly adjusted to show smaller details, which would create unwanted results in the previous displacement workflows.
In order to add focus elements and a story, I included a cigarette model I downloaded from blendswap and modified it to make it look like it was used and trampled. The shallow depth of field works nicely to indicate a sense of the scale and perspective of the scene.