Endless Fields | Cinematic CGI + Breakdown

The environment was built with a focus on atmosphere and scale, with special attention to lighting and composition.

For the grass animation, I developed procedural setups using Geometry Nodes, allowing me to simulate both wind motion and basic collision interaction in a fully procedural way.

For the abstract liquid elements, I used LiquidGen to generate and integrate fluid-like motion into the scene.

All compositing was done directly in Blender, which turned out to be surprisingly powerful and fully capable for this type of work.

The final edit and assembly were completed in DaVinci Resolve.

If you’d like to see a full guide on how I created the animated grass, feel free to leave a comment under the video or this article.

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