Rivendell: the building where the White Council meets, inspired by the movie The Hobbit: An Unexpected Journey.
The models were created and prepared in Blender, before being exported to Clarisse to assemble the scene. I used Houdini to simulate the waterfalls in the distance as well as the small one at the base of the building. The distant waterfalls were exported as VDBs generated from the whitewater component of the fluid simulation. The fluid itself was not exported. The close waterfall was exported as a mesh, which was subsequently filled with a surface volume in Clarisse.
I used Gaea to generate heightmaps for the terrains, and converted them to heightfields in Houdini, before exporting them as meshes into Clarisse.
Color grading and post-processing in Photoshop.
Poly count: 9.96 billion.