I’ve been working on this for a few weeks on and off, kept coming back to it as I learnt more, tweaking until I was happy.

Modeled crystals with a tiny bit of bevel on the edges so they don’t look unnaturally sharp. Bit of vertex bevel on some of the points to make them look at bit random. The crystal material has loads going on, subsurface scatter, volume absorption, refraction, reflection, gradient colour, glossy bump maps, etc, pretty happy with the look.

The ground is two levels of noise displacement, a texture and a micro surface displacement to get a real fine grained look. Nice weird water material for the surface of the puddles from Blendermada

Part of my learning Blender series. Rendered with the help of Sheepit renderfarm.