I'd practicing a workflow with more modifiers and generators. To that end, this cascade of scrolls was created using parametric modeling, with deformers, generators, nulls, etc So far, the physics of Cinema 4d are easier to use than those of Maya as are selection sets that remain visible next to the model in the outliner.
Textures were applied in Substance Painter, lighting, and screen capture done in Unreal Engine 5.2. Thank you Mippi for the invaluable guidance on the lighting. The pile was achieved by cloning and randomizing 15 different scrolls that I made with a custom generator. I lifted them up, turned them at a slight angle, and dropped them to the ground. I modeled the furniture in the back, but a few exceptions are cleaned museum scan data and some placeholder Sicka Mansion UE marketplace assets.