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    How to Model Rubbish

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    • B Offline
      bulbangs
      last edited by

      My current project requires me to model, in preparation for rendering, rubbish. Rubbish, as in landfill rubbish.

      Our team is to create a flythrough of a landfill to be converted into industrial park.

      What would be your suggestions on the most realistic way to model landfill rubbish or garbage without making the whole scene unresponsive in the process?

      The scale of the amount of rubbish to be modeled is frankly overwhelming me at the moment. while most of the trash would be underneath the whole 'pile' the top surface needs to show some semblance of form and shapes of general trash.

      Any thoughts?

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      • BoxB Offline
        Box
        last edited by

        I would create a terrain and texture it with landfill images.

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        • jujuJ Offline
          juju
          last edited by

          @box said:

          I would create a terrain and texture it with landfill images.

          What he said, you can always add more detail to areas when / where there may be closer views, but you would need to manage this and try to dumb down the the amount of geometry as well.

          Save the Earth, it's the only planet with chocolate.

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          • kimi kimiK Offline
            kimi kimi
            last edited by

            I did some still images of a landfill once, so it was easy for me to photoshop it. But for a flythrough, hm, I don't know what would give you a good result. You could use textures, but that will still look flat. Maybe combine it with Eneroth Fractal Terrain Eroder plugin to get some bumpiness. If that's not good enough, then start downloading rubbish from 3dwarehouse and scatter it around with Skatter of course. At least rubbish is easy to find on 3dwarehouse, 90% of stuff there is trash anyway haha

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            • Rich O BrienR Offline
              Rich O Brien Moderator
              last edited by

              I think Box's suggestion with a displacement map is the best route for this.

              If rendering from a distance be mindful of the texture tiling.

              Download the free D'oh Book for SketchUp ๐Ÿ“–

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              • jujuJ Offline
                juju
                last edited by

                @rich o brien said:

                I think Box's suggestion with a displacement map is the best route for this.

                If rendering from a distance be mindful of the texture tiling.

                Displacement map would only work with 3rd party rendering programs, not so?

                Save the Earth, it's the only planet with chocolate.

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                • Rich O BrienR Offline
                  Rich O Brien Moderator
                  last edited by

                  He mentions rendering so I presume he means to output a rendered animation.

                  If not then Jim's Random TIN or Christina's Erode are only quick option to shift terrain height.

                  Or even Thom's Bitmap to Height.

                  Download the free D'oh Book for SketchUp ๐Ÿ“–

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                  • pilouP Offline
                    pilou
                    last edited by

                    Joint Push Pull by Fredon has also function of random height! ๐Ÿ˜„

                    Frenchy Pilou
                    Is beautiful that please without concept!
                    My Little site :)

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                    • B Offline
                      blackdogsketch
                      last edited by

                      You might want to experiment with the extension "CLF Greeble".

                      Greebles are random bumpiness in models. Think of large starships in sci-fi movies. All that crazy bumpiness and detail, from afar, is often created with greebles. A lot of apparent detail without large amounts of geometry. If your flyover is graphically conceptual, you can apply some random materializing. If it's photo-realistic, apply actual detailed aerial imagery of landfills.

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                      • Collage ArchitectureC Offline
                        Collage Architecture
                        last edited by

                        You can use skatter to scatter garbage on any area in your control.

                        I love Sketchup

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                        • pilouP Offline
                          pilou
                          last edited by

                          And Protrude by Jim for some many forms and levels!
                          Taper can be also applied!

                          GIF_protru.gif

                          Frenchy Pilou
                          Is beautiful that please without concept!
                          My Little site :)

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                          • JQLJ Offline
                            JQL
                            last edited by

                            You didnt create rubish pilou... Thats a city. Godzilla needs a meaner look. You'll get there with some work.

                            www.casca.pt
                            Visit us on facebook!

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                            • pilouP Offline
                              pilou
                              last edited by

                              It's a city of rubish compressed! ๐Ÿ˜„

                              http://www.3drivers.com/upload/iblock/33a/cube_03.jpg

                              Frenchy Pilou
                              Is beautiful that please without concept!
                              My Little site :)

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                              • HornOxxH Offline
                                HornOxx
                                last edited by

                                @rich o brien said:

                                ...Or even Thom's Bitmap to Height...

                                ...which is what I tried - and it worked quite well even.
                                With Bitmap to Height I made some proxys which could be replaced then within the renderer (similar to scatter which I donยดt have so far however).
                                This way is good for detailed views and should be complemented by scattered detail-rubbish additionally where needed.
                                In any case - all the methods mentioned here are useful in combination...

                                I would like to see any picture impression, which visuall result is striven by Bulbangs?


                                Test.jpg

                                never trust a skinny cook

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                                • B Offline
                                  bulbangs
                                  last edited by

                                  Thank you to all who responded. You've all helped immensely with your suggestions. Here is the first pass of the render. Still have a few adjustments to make but the client expressed satisfaction with the output. ๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„

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                                  • HornOxxH Offline
                                    HornOxx
                                    last edited by

                                    @bulbangs said:

                                    ... Here is the first pass of the render...

                                    ... I canยดt see anything โ“ ๐Ÿ˜„

                                    never trust a skinny cook

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                                    • soloS Offline
                                      solo
                                      last edited by

                                      @hornoxx said:

                                      @bulbangs said:

                                      ... Here is the first pass of the render...

                                      ... I canยดt see anything โ“ ๐Ÿ˜„

                                      Neither can I, I was anticipating saying "it's rubbish" ๐Ÿ’š

                                      http://www.solos-art.com

                                      If you see a toilet in your dreams do not use it.

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                                      • B Offline
                                        bulbangs
                                        last edited by

                                        Oops thought it attached ๐Ÿ˜ฎ my bad IMG_0710.JPG

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                                        • HornOxxH Offline
                                          HornOxx
                                          last edited by

                                          ๐Ÿ‘ wow - a great and "terrible" scene at the same time.
                                          How did you proceed now?

                                          never trust a skinny cook

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                                          • B Offline
                                            bulbangs
                                            last edited by

                                            Modeled the huge pile using sand box and textured it with a map. I then used skatter to add thousands of objects to litter the surface to create the top layer trash.

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