This was the first Blender project I really finished. I made this as an exercise to see if I could reproduce something similar, but not intended to be identical, to a render created by Studio Kage (https://studiokage.wpcomstaging.com/) of a sphere lamp designed by Vincenzo De Cotiis at Palazzo Gallery. You can see their original render on their Instagram (https://www.instagram.com/studiokage).
Everything - models, textures, materials, cloth sim were created from scratch entirely in Blender 2.92.
The meshes are very simple geometry with (bevel/subdivision surface/solidify) modifiers.
The material shaders are all standard Principled BSDFs with inputs from a mix of procedural noise and hand-painted textures with the exception of the lamp bulb which uses subsurface scattering (with a point light inside the mesh) and the curtains mix a Velvet shader with another Principled BSDF using Voronoi noise in the Normal channel.
For lighting, I planned to use a HDRI map but ended up just staying with spot and area light primitives. I used the excellent fSpy addon to reproduce Studio Kage’s camera setup. It was rendered in Cycles and composited using Cryptomatte inside Blender too.