Something like this:
What I’ve done is sculpted a rough landscape, decimated it and unwrapped it. But because of how big the landscape is the normal map would have to be huge for the person to see any details at all. So I scrapped the uv map and instead used a tiled stone texture and sized up the uv map. I tried to use a mix node to make the texture displace the surface but it looks bad. The cave will be very dark and you’ll really not see much at all but I want what you can see to look good and it doesn’t with what I currently got.
All the sculpted detail is also lost, I’m not sure how to do this in a rendered landscape. In games you can use multiple materials and paint onto textures and while I guess it would be possible to do that in cycles too I wouldn’t know how to do it.
If you look closely you’ll see a pillar close the flame, the flame will move through the scene and lit up the landscape a bit. But the ground looks so flat. I know that a baked normal map from a high res sculpt would do the job, but the cave is too large to fit onto one texture. How to make this scene look more real?