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Daria Solomon · 3D Design & Computer Science

System

SOLO-OS v2.6 · BLENDER RUNTIME OK
OPERATOR: DARIA SOLOMON
NODE: BREMEN, GERMANY
STATUS: OPEN TO 3D & ENGINEERING ROLES

DARIA
SOLOMON


Hello, I'm a 3D Designer and Computer Science graduate based in Germany.

I model environments, products, and animation in Blender, and I write the software underneath it. Raytracers, voxel engines, a fluid-dynamics thesis. The render and the maths behind it are the same interest.


  • 11

    projects published

    The Rookies

  • 25+

    students taught

    Blender workshops, per year

  • 3

    engines written

    raytracer, 3D, voxel

  • BSc

    computer science

    Constructor University

Work

Archive · 9 entries


Full archive · The Rookies ↗

Viewer

Rocky Mountain Landscape

2025
TYPE
ENVIRONMENT
TOOLS
BLENDER / GAEA
BRIEF
PERSONAL
YEAR
2025

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Wide mountain landscape with volumetric fog and a castle on the ridge
ViewportFinal render

This past week I set out to make a big environment render, which is something that I have struggled with in the past. While it definitely wasn't easy, I'm pretty satisfied with the result.

The foreground is made up of some planes with plants scattered on top using geometry nodes, plus rock assets from Quixel Megascans. I used some of these to bridge the gap between the foreground and the big mountain at the centre of the scene.

The mountain itself is made in Gaea 2.0. Scattering plants on it turned out to be very costly for my computer, so I instead duplicated some of the foreground planes in areas that could really use the foliage, then added cliff assets to create a more interesting shape. On top of the mountain I placed some free castle scans from Sketchfab.

To tie it all together I covered the entire scene in volumetric fog with a blue tint, to make the mountain seem farther from the camera. The sky and lighting combine an HDR texture with Blender's sun.


About

/ about.

From moody urban bridges to Roman marketplaces to a mountain range built in Gaea and dressed in Blender, my work is mostly environments and product renders, with a steady detour into animation.


With a foundation in both 3D design and computer science, I approach visuals from two directions at once. I founded the Digital Creation Society at Constructor University, teach Blender to 25+ students a year, and built VR exhibitions for our student art festival. My thesis compares CPU and GPU implementations of smoothed particle hydrodynamics.