This is a small collection of blender renders of magic items from my home Dungeons & Dragons game. The background in all of these was made from two background shader texture nodes connected to a mix shader. The factor was the "is camera ray" from the light path node. Everything in the scene is lit by the dark grey colour despite the observed background being black.
The Stormeye Spyglass negates the visibility restrictions of weather. When looking through this spyglass, the surroundings appear as they would on a clear, cloudless and calm day.
Additionally, when left on a flat surface, the spyglass will always come to point in the direction of the wind.
This spyglass was made from six cylinders. I used the Boolean modifier to remove the core from the bigger ones. The rings were made from the same cylinders, duplicated and then scaled. I then used the loop cut tool, the bevel tool and edge sliding to make the smooth edges. The lenses were made of a flat circle, with faces inset, that I rounded just by grabbing.
For the main tube texture I first unwrapped the net of the tube and exported the outside area as an .svg file. In Illustrator, I drew the designs on each net and exported them as a .png. The final texture was created by connecting an image texture node to the surface colour of a principled BSDF texture node. This let me make the image reflective and metallic. That principled BSDF node and another for the background were connected with a mix shader with the alpha channel of the image node as the mix factor. This made the alpha parts of the image texture invisible so the background could be seen. The brass colour was made from a single principled BSDF texture node and the lens was a modified version of the texture for the crystal shard.
Lighting was done by two area lights and a spotlight.
Finally, the video. The smooth panning shot in the first part was made by parenting the camera to a path so that it would follow the curve. The camera was tracked to an empty object that slid along the spyglass while it panned. At the end of the pan the influence of the parent control. were reduced to zero so I could move the camera freely again. The zooming of the shots was done my animating the focal length of the camera. To make it smoother, I eased most of the motion in the video manually in the graph editor. Blender, Gr 11.
This flat, grey-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you gain advantage on one ability check of your choice. The stone can’t be used until the next dawn.
This stone was created using an icosphere that was scaled and edited with proportional editing on. I then cut into it using the inverse crease tool. By circle selecting the faces in the crease and then smoothing the edges with the elastic deform too.
For the materials, the stone was made using a noise texture node (set to 3d and negative distortion) which was put through an RGB to BW node before being added to a principled BSDF node to make the stone less glossy. The circle selected faces were assigned to have a glowing (achieved by turning the HSV value up past 1 with bloom enabled) yellow colour.
The scene is lit by a spotlight directly overhead and a wide, but weaker are light from below. The camera is in a tilted circular orbit (see other renders for method) and tracks an empty object that is centered on the dot of the design.
This jagged, crystal-clear shard is about six inches long and has a little white and translucent whisp that floats inside it. As an action, anyone can use an action cause it to shed bright light in a 15-foot radius around it and dim light for an additional 15 feet. The bright light counts as sunlight for the purpose of triggering sunlight sensitivity.
The person attuned to this item can imbue the shard with a spell of 3rd level or lower, taking a number of hours equal to the spell’s level. The shard stores the spell for 7 days after which the spell disappears. Any creature friendly to the person who imbued the spell can release the spell as an action, choosing the target. The spell uses the spell save DC and attack bonus as the person who stored the spell. If the spell deals damage, the caster can choose to make that damage radiant when they cast the spell.
To make this crystal shard I started off with a low poly cylinder. By insetting the end faces twice, I was then able to grab each vertex to raise and lower it to make it more jagged. The spirit was created by sculpting and smoothing a cone. Using the circle select tool I deleted all the bottom faces.
For the shard texture used a glass BSDF node and a principled BSDF node. These were mixed with a manually set factor in a mix shader so the glass would be slightly coloured. The same was done for the ghost but using a translucent BSDF node in place of the glass node.
Lighting was more difficult as the dark and flat background made it hard to show the glass while still keeping it clear. There is a small point light in the head of the spirit.
The camera was tracked to an empty and parented to a circular path to create the smoothed spinning effect. By setting the path animation property of the circle to 200 frames and setting the length of the video to 199, I was able to produce an endlessly looping animation. Blender, Gr 11.