Behind the Scenes: Industrial-Sized Concrete Batching Plant

by · BlenderNation

Discover how edelVIZ, a team of 3D generalists from India, creates a complex industrial structure, making a cornerstone in architectural visualization within Blender.

INTRODUCTION

Hi, we are a small team called edelVIZ based in Goa, India, and founded in 2010. We work predominantly for clients in Germany and Europe but have some clients in the US, the Gulf, and of course a few select Indian clients as well. 

Everyone in our 12-person strong team is a generalist, and we are working in shifting teams on everything from TV advertisements to interior and exterior architectural visualization and product images ranging from tiny alarm clocks to huge concrete trucks.

There are always several people involved in our projects, and teams will adjust dynamically while we are waiting for feedback. Often artists will work on two or even three projects simultaneously.

The principal artist on this project was Karan Shetty, with Jonathan Josenhans responsible for the art direction as well as coordinating with the client.

We were approached by a longstanding client to rework the branding of their concrete batching plant series and subsequently create an image of the product in its actual construction site context.

INSPIRATION

We aimed to explore a new approach with the product we received, so we decided to search for online references as inspiration. Given that our product features a subtle and understated color palette, we specifically looked for examples and ideas that would enhance its visual appeal and make it stand out. Our goal was to find complementary design elements and color schemes that would highlight what makes the product stand out.

(References)

PROCESS

Creating these images involved several software tools: FreeCAD, Modo, Blender, Nuke, and Photoshop.

In Blender, we used the following add-ons for this project: BlenderKit for asset management, plants from Botaniq, GeoScatter for the landscaping, Polygon for textures, and True VFX for lighting and volumetric presets. Each tool and add-on was crucial in achieving the final result.

We received the 3D model from our client in STP format, which we converted to OBJ format using FreeCAD. 

(Organizing the file)

We previously used Modo as our primary 3D software but have recently transitioned to Blender. Modo was particularly advantageous for certain modeling techniques, such as transferring sections of a mesh between items, which was more intuitive and streamlined compared to Blender. Despite this, we are now fully adapting to Blender’s tools and features for our current projects.

Once we had cleaned and organized the file, we imported it into Blender for texturing and shading. We primarily used BlenderKit’s extensive library for materials, making minor adjustments and refinements to better suit our project's specific needs.

(Texturing)

Building on a previous version of the product, we helped our client develop a new branding strategy for this product category. We went through a whole host of color and logo variations to finally arrive at the current branding—these are just some of the color combinations that the client wanted to see.

(Branding)

After finalizing the base shading, we shifted our focus to creating the environment. We started by setting up a base plane, applying a fundamental ground material, and sculpting the terrain to achieve the desired look and feel for the scene.

Next, we focused on lighting the scene. We initially experimented with various HDRIs but were not happy with the result. To address this, we used the TrueSky plugin from TrueVFX, which provided the advanced sky and lighting effects needed to enhance the scene effectively.

(Lighting)

To define and separate our immediate environment, we introduced a metal barricade into the scene. This element helped clearly demarcate the area and enhanced the overall composition and visual structure of the environment.

(Barricade)

We further refined the ground material by adding additional sculpting and intricate details. We also adjusted and fine-tuned the shader to enhance the material’s appearance and ensure it complemented the overall scene effectively.

(Enhancing the ground)

For the ground material, we combined two different textures to distinguish between the area inside and outside the barricade. We then painted an additional texture inside the barricade to represent a road or pathway for the trucks.

(Ground Mesh)

The ground setup features two distinct material layers. The outer layer uses a specialized mesh with a unique ground material, while the inner layer has a different ground material. By combining these configurations, we create a composite surface with enhanced visual and functional characteristics. This layered approach results in a more complex and realistic ground material, integrating the properties of both materials; this also improved performance and hid the tiling aspect of the texture.

After finalizing the ground material, we added details to the scene. We used color attributes to paint the road or pathway for truck use, applying specific colors and textures to clearly define the route. This ensured that the road or pathway visually complemented the surrounding ground material and provided a clear, functional route for vehicles. This step was crucial for creating a realistic and understandable environment.

We then populated the scene with various elements to create a construction site atmosphere. Most of these items were sourced from BlenderKit, enabling us to integrate relevant assets and details that brought the construction site to life.

(Adding Items to Scene)

Next, we developed the background of the scene by adding a road on one side and incorporating buildings and cranes in the distance to enhance the construction site setting. We also placed a few rocks to add depth and realism to the environment.

(Adding Background Items)

Following the background setup, we introduced volumetric effects to the scene, adding layers of atmospheric detail like dust. These effects enhanced the overall depth and ambiance, contributing to a more immersive and realistic environment.

(Adding Volumetrics)

Incorporating volumetrics was a major visual breakthrough. We used clouds from True-VFX, adjusting their opacity to simulate dust and fog, which greatly enhanced the scene's atmosphere. We found that volumetrics performed much better in Blender compared to Modo, allowing us to achieve the look we were aiming for.

Once satisfied with the final render, we performed post-processing in Nuke and Photoshop. This final stage involved refining the image and applying finishing touches to enhance overall visual quality.

(Photoshop Camera Raw)

In Photoshop, we used the Camera Raw filter to fine-tune contrast and color. We also added a new sky to the background. This involved seamlessly blending the new sky with the existing elements, ensuring that the lighting, color tones, and shadows matched perfectly for a natural and cohesive appearance.

We have since shifted from a Nuke + Photoshop pipeline to a DaVinci Resolve pipeline for both stills and video.

RENDER: Industrial-Sized Concrete Batching Plant

Thank you for taking the time to read our article! Be sure to explore more of our work on our website. Wishing you a wonderful day!

About the Artist                        edelVIZ, a Goa-based team, specializes in global TV ads, architectural visualizations, and product images, with Karan Shetty as lead artist and Jonathan Josenhans as art director.

Links