One of my excercises in procedural landscapes/areas. A cave built in large parts from procedural modifiers and a mountain material I made a while ago,
The blur/bloom effect is made from compositing the rendered image afterwards, something that is built into blender and just needs to be activated. From there it is just a matter of connecting and tweaking nodes. In this case, using distance to influence blur.
Without any denoising or compositing. Horrible but a good reference for where the light would reach if I rendered this at a higher sample count, probably taking weeks for this resolution to look good without denoising.
The base image without compositing but WITH denoising. It also looks neat I guess, but I prefer the compositing. Partially because it hides a large amount of denoising artifacts.
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