I designed this scene entirely in Blender. What you're seeing is a fully rendered 3D environment, nothing is composited in photoshop. Not only is everything in 3D, but these portals are something akin to non-Euclidian geometry within this world. This is achieved through a series of holdout materials and render layers, using native compositor in Blender. Changing the view angle in 3D would update the portals as well. This allowed for enormous flexibility when designing this - which was great, given the enormous size of this scene on my older GPU.
This artwork will appear on physical trading cards as a part of another long standing project I work on, the Formlabs trading card game.
The mountains are made via noise textures and displacement modifiers. Knowing what I know now, I would have designed the environment as an actual 3D. It would have made the particle system much easier (this is why the grass is so much denser on the flat ground than the mountain). The materials are primarily from Poliigon, and the grass is from Blender Guru. The coffee is an image texture projection, not a sim. I did try to simulate coffee but I wasn’t able to within the project’s deadlines.