END STATION

A clear glass bottle, freshly tossed into a sparkling river, caught the sunlight and glimmered like a tiny jewel. It floated gently along the water’s surface, bobbing and spinning as the river carried it forward. Around it, lush green trees bowed over the banks, their leaves whispering in the breeze. Dragonflies danced above the water, and curious fish swam beneath the drifting bottle. The river wound through colorful meadows where wildflowers stretched their faces toward the sun. Birds swooped overhead, singing songs of freedom and endless skies. As the bottle floated on, it passed quiet villages where children laughed and waved from the shore. The river grew wider, its currents stronger, pulling the bottle ever faster into unknown lands. Gradually, the water darkened, and trash began to cluster along the edges.

The bottle bumped against broken plastic, crumpled cans, and tattered pieces of fabric. Soon, the river lost its shimmer, and a foul smell replaced the fresh scent of water and earth. The glass bottle was finally swept into a vast, grim landfill, a mountain of humanity's waste. It lay there among millions of forgotten things, no longer shining, no longer beautiful. What once journeyed through a paradise now sat buried in a monument to neglect. From its silent resting place, the bottle seemed to whisper a warning: if we do not cherish and protect our natural world, it too will be lost to the careless tides of our own making.

I started by using World Creator as a base for the landscapes, where I sculpted some landscape looking environment where a river/creek could flow. After exporting the base mesh and some splat maps etc, I started scattering using Geo Scatter. I then pulled in some trees, rocks and various plants from my asset browser and hand placed those. It helps having an RTX 4090…

I played around with the water shader for the creek. I wanted it to feel as if it had that algae look to it. Not dirty, but more just colored and muddied up by the aquatic plant life and just whatever nature does to water that’s not flowing so violently. The coke bottle need its own internal fluid sim, or perhaps there is some other less heavy workaround to make the coca cola feel like fluid. This is a placeholder right now.

As the bottle travels down the creek, the stream gets stronger, propelling the bottle slowly towards the end station.
Frames are rendered at 4k and are kept to under 3 minutes per frame.

The bottle finds itself surrounded by mounds of trash and litter. What started off as a beautiful journey is now a horrific prison with no escape.
As we descend into this area the graphics card is working a bit overtime, lol.

Probably a bit overkill but I’m using Geo Swarm to add seagulls and flies all around the trash. A mixture of kitbash, geo scatter and various meshes from the asset browser.

This is all obviously a bit more than just concept frames, this will definitely be pretty true to the final results. There is a lot of little things missing in this part of the project, but right now I’m trying to fix so that I can have some nice oil spill added to the water, because, you know…it’s a landfill.