A couple of Landscapes that I did for Procedural Shader practice. Most of them are completely shader based (Except the foliage) including the mountains, snow, desert and water. Even the snow in the snowy mountains is fake, which has been achieved using a color-ramp crunching the values of a noise texture and then displacing the UVs on the XY axis in order to fake simulation. Similar tricks have been used for volumetrics, to achieve the most realistic results while keeping render times low and user control high!
Since many elements like the snowflake and particles usually move at a high speed and are subject to motion blur, faking them is easier compared to other elements.
The compositing had individual color correction for each render layer, which were then layered on top of one another. At the end I did a final color correction, vignette and chromatic aberration. The post processing gave the scene a more natural and not so perfect look, which often time breaks the realism.
Breakdown of the compositing process. This shows various layers that were used in the composite and reusults after each step.