# Sanctuary Of The Bloom

**URL:** <https://blenderartists.org/t/sanctuary-of-the-bloom/1657670>\
**Category:** Finished Projects\
**Tags:** nature, concept-art, stylized, environment, procedural\
**Created:** [November 14, 2026, 9:04pm UTC](https://blenderartists.org/t/sanctuary-of-the-bloom/1657670 "2026-11-14T21:04:27Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Emlore](https://blenderartists.org/user_avatar/blenderartists.org/emlore/32/1537422_2.png) [@Emlore](https://blenderartists.org/u/Emlore)\
**Post date:** [November 14, 2026, 9:04pm UTC](https://blenderartists.org/t/sanctuary-of-the-bloom/1657670/1 "2026-11-14T21:04:27Z")

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An astronaut stumbling across a massive, hand-cradled crimson flower inside an ancient flooded ruin.

 ![Sanctuary Of The Bloom (Crimson)](https://blenderartists.org/uploads/default/original/4X/e/9/1/e91be37fe53d5e501c2cc27f3065377fec77c0bb.png)

 ![Sanctuary Of The Bloom (Pink)](https://blenderartists.org/uploads/default/original/4X/a/d/6/ad6c8e43d033b23bed177e436cfc318da874a858.png)

For this piece, I leaned away from photorealism and went for a stylized, painterly illustration look, using blown-out highlights, heavy contrast, and crunched color values to tie the warm firelight and cool night sky together.

Compositor Pipeline (No Paint-Over):Instead of doing a heavy paint-over in Photoshop, I built the painterly look directly inside Blender’s Compositor:  
Kuwahara Filter: Smooths raw render noise into broad, brushwork-like strokes.  
Diamond Sharpening & Sobel Filter: Brings back crisp structural edges and adds subtle hand-inked outlines so the architecture doesn’t get muddy.  
Painting Filter & Color Crunching: Layers surface texture over the render and unifies the warm/cool palette.

 ![Compositor Nodetree](https://blenderartists.org/uploads/default/original/4X/a/1/8/a188cb9f1db8aace08ed8b2aa1a861ce0f6eb78a.png)

The project also contained many procedural geometry nodes setups, the most remarkable are:  
Procedural Edge Erosion: Isolates sharp edges by angle, converts them into displaced tubes via noise textures, turns them into a volume-to-mesh cutter, and booleans them out of the stone architecture for natural, non-destructive wear and tear.

 ![Edge Erosion Nodetree](https://blenderartists.org/uploads/default/original/4X/a/2/0/a20b960be08985321d662e3ab48580b986723d1a.png)

Slope-Based Rock Scatter: Uses a Normal Dot Product mask against the Z-axis so rocks only scatter naturally on flatter surfaces with randomized Z-rotation and scale.

 ![Slope-Based Rock Scatter Nodetree](https://blenderartists.org/uploads/default/original/4X/a/9/5/a95a08ba377dcfb8bdb8cf0afca687ed145b3775.png)

[https://www.artstation.com/artwork/nd4lve](https://www.artstation.com/artwork/nd4lve)
