Admittedly, I relied pretty heavily on megascans for a lot of the background assets here. My main focus was on the lighting and composition… The goal was to make art! Not demonstrate technical prowess by modeling every leaf and stone.
sure there are two tricks going on here, both of which I picked up from Gleb’s most recent course on lighting
I added a few semi-transparent planes with dust textures throughout the scene. These are the random flecks of dust you’re seeing
I encapsulated the entire scene in a cube with a volumetric shader to give it a bit of haze. I dialed in the shader settings by rendering different settings to different render slots, and comparing them. It’s not really obvious that there’s fog here, but it helps make the scene look more cohesive, and contributes towards the “dusty air” vibe