akcodez/seedance-3d-cgi
Generate 3D CGI and rendered video prompts for Seedance 2.0 on Higgsfield. Use whenever the user wants 3D rendered, CGI, Pixar-style, Unreal Engine, photorealistic 3D, computer-generated, or digitally rendered video content. Triggers on: 3D animation, CGI, rendered, Blender, Unreal Engine, octane render, ray tracing, volumetric, subsurface scattering, physically based rendering, or any 3D/CG video request. Always use even if the user just says "make it look 3D" or describes a rendered aesthetic.
npx skills add https://github.com/AKCodez/higgsfield-claude-skills --skill seedance-3d-cgi
This skill guides you through creating world-class 3D CGI and rendered video prompts optimized for Seedance 2.0 on Higgsfield. Whether you're targeting Pixar-style animation, photorealistic product visualization, architectural walkthroughs, sci-fi environments, or creature animation, this framework provides the terminology, structure, and psychology needed to generate compelling CGI content.
The difference between a generic "make it look 3D" request and a production-ready CGI prompt lies in specificity: render engine terminology, material properties, lighting language, camera dynamics, and the architectural "hooks" that grab attention in the first two seconds. This skill teaches all of it.
Seedance 2.0 on Higgsfield is a generative video platform optimized for high-quality rendered content. It excels at:
Key Constraint: Prompts must be visual-first and technically descriptive. Vague requests ("make it look cool") are rejected. Specific render terminology significantly improves output quality.
Every successful CGI video begins with an immediate visual hook—something that stops the viewer's eye in the first two seconds. The subsequent 8 seconds develop the hook into a complete narrative or reveal.
The camera moves through impossible geometry at high speed. Used for: sci-fi spaces, architectural visualization, abstract environments, tunnel sequences. Example: "Camera hurtles through a crystalline tunnel, refracting light into fractals as we move."
Start with an extreme closeup—a water droplet, a grain of sand, a single fiber—then pull back to reveal it's part of something enormous. Example: "Begin on a single raindrop on a leaf. Pull back to reveal a forest canopy in a thunderstorm. Pull back further: a continent being drenched."
Utilize camera positions that human cameras can't occupy: inside glass, on the surface tension of water, rotating through a solid object's cross-section, or orbiting an object impossibly fast. Example: "Camera rotates around a spinning hourglass, rotating through its surface to show the sand inside in realtime."
Begin with thousands of small particles (dust, light, pixels, data) that coalesce into a recognizable 3D object. Example: "Golden particles swirl and coalesce into the shape of a dancing figure, settling into a detailed humanoid form."
Place a hyper-real object (like a perfect glass sphere or a photographic product shot) in an impossible or dreamlike environment. Example: "A pristine crystal crown sits alone on a floor of clouds while a aurora borealis swirls overhead."
One object smoothly transitions into another, often defying physics. Example: "A marble rolls across white space, morphing mid-motion into a silver sphere, then into a water droplet."
Start with a solid opaque object, then it becomes transparent or reflective, revealing internal structure. Example: "A stone statue begins to crack, light pouring through the fissures. The exterior dissolves to reveal a glowing core of molten light within."
Begin with extreme DOF (background/foreground blurred). Shift focus to reveal background, midground, or foreground in crisp detail while other planes blur. Example: "Focus on a dust particle suspended in light. Shift focus to reveal a vast interior architecture behind it."
Light bends, splits, or refracts, creating rainbow effects and optical distortion. Often used for luxury goods, technology, or abstract sequences. Example: "A prism catches sunlight, fragmenting the entire frame into a spectrum. The light gradually refracts around a product."
A structured object (building, sculpture, machine) disassembles into floating components, revealing internal mechanisms or beauty. Example: "A mechanical watch's face dissolves into hundreds of floating components, each rotating slowly, revealing intricate gears and springs."
A character or object enters an environment that reacts to it—water ripples, particles scatter, wind displacement, or caustics shift. Example: "A hand slowly emerges from water. Concentric ripples radiate outward. Caustics dance across the palm and fingers."
The video alternates between slow-motion and fast-motion, or shows the same motion at different speeds. Example: "A flower blooms in extreme slow-motion—petal unfurling takes 3 seconds. Jump to fast-motion: an entire garden blooming in 2 seconds."
Strategy: Lead with your hook in the first sentence of your prompt. Make it visual, actionable, and technically specific.
Effective CGI prompts operate at the intersection of artistic vision and technical specification. Here's the framework:
Mastery over materials is what separates amateur from professional CGI prompts.
Lighting is the soul of 3D rendering. Master these terms.
Use this structure for maximum clarity and impact:
[OPENING HOOK - 1–2 sentences establishing immediate visual intrigue]
Camera: [Camera movement, angle, lens type, DOF, frame rate]
Render Style: [Pixar-style / photorealistic / low-poly / cel-shaded / etc.] 3D rendering
Lighting: [Key light direction and color], [Fill light], [Backlight/rim], [Environment/HDRI], [Special effects like caustics or volumetric light]
Subject/Environment: [Detailed description of what's in frame—geometry, scale, arrangement]
Materials & Surfaces: [Specific material descriptions with PBR/SSS/refraction details]
Motion/Animation: [How things move—procedurally, physically, artistically; speed; duration]
Details & Refinement: [Texture detail level, imperfections, wear, dust, weathering]
Atmospheric & VFX: [Particles, fog, volumetrics, reflections, refractions, special effects]
Color Palette: [Primary colors, saturation, mood]
Duration: [Total length—typically 2–10 seconds]
Composition: [Rule of thirds, symmetry, depth arrangement, focus layers]
Exaggerated proportions, bright colors, toon shading, zero photorealism.
More realistic proportions but soft, painterly shading. Pixar-range.
Surfaces appear hand-painted or illustrated, not photo-real.
Realistic proportions and lighting but with exaggerated material properties, colors, or environments.
Comic book aesthetic but with sophisticated lighting and composition. Not flat.
Faceted/geometric forms but with realistic materials and lighting.
Perfect isometric perspective with rich, photo-accurate detail and materials.
Complex geometries, mega-polygon counts, real-time ray tracing, insane detail.
Indistinguishable from photographed reality; all physical laws respected.
Photorealistic materials and rendering quality but surreal/impossible scenarios.
"Perfectly polished mirror-finish stainless steel with sharp, clean specular highlights and zero distortion. Near-perfect Fresnel reflections showing environment clearly. Minimal orange-peel texture. Cold metallic color temperature (slight blue cast). Heavy contrast between lit and shadowed areas."
"Brushed aluminum with directional micro-scratches running horizontally. Soft, diffuse specular reflection. Warm silver tone with natural anodize variation. Barely visible grain direction. Zero warping or distortion in reflections. Slight surface wear in high-touch areas."
"Aged copper with thick verdigris (green) patina overlay. Deep orange-red base color visible in recesses and worn areas. Rough, unpolished surface with no specular highlights. Color variation: bright green in raised areas, dark brown in recesses. Crusty surface texture suggesting centuries of oxidation."
"Precious 24k gold with warm, saturated yellow tone. Mirror-polished finish with sharp, warm-tinted highlights. Extremely reflective with minimal diffuse component. Slight color variation in shadows toward orange. Zero harshness—reflection edges are soft-edged."
"Dark matte gunmetal with minimal specularity. Cool gray tone with hint of purple in shadows. Rough machined surface with visible tool marks. Light scatters diffusely. Minimal reflection except in sharp rim light. Worn appearance in high-contact zones."
"Highly detailed human skin with visible pores, slight redness in cheeks and ears. Warm peachy-pink base tone with cool shadows. Subsurface scattering visible in thin-skin areas (ears, lips, nostrils, eye-whites). Natural variation: freckles, minor blemishes, vein visibility. Slight sheen from natural oils—minimal specularity but present. Micro-texture from body hair and skin ridges."
"Weathered oak with warm honey-brown base. Visible growth rings creating organic line patterns. Natural color variation from deep brown to light tan. Subtle grain direction. Surface shows age: minor cracks, dents, smooth wear patterns from handling. Matte finish with minimal specularity. Authentic weathering in corners and edges."
"Chlorophyll-rich green with backlighting creating translucent glow. Smooth upper surface (adaxial), slightly textured underside (abaxial) showing stomata ridges. Strong subsurface scattering in backlit areas: light penetrates leaf, glowing amber-green. Thin veins visible. Tiny imperfections: insect damage, water spots, minor wilting. Dewdrops with refraction."
"Individual overlapping scales with iridescent color shift. Base color (e.g., emerald green) shifts to turquoise and blue at oblique angles. Each scale has: convex curvature, micro-wrinkles, subtle color variation, tiny speckles. Underscale shadows darker. Moist surface with light refraction. Realistic scale overlap and underlap pattern."
10. Fur (Dense Animal Coat)
"Dense fur with individual strand-level detail visible. Base coat color (e.g., brown) with lighter guard hairs creating sheen. Subsurface scattering deep in fur, especially at tips. Natural directional flow from grooming/growth pattern. Micro-shadows between hair strands. Color variation throughout—never uniform. Slightly matted in movement direction. Wind-blown appearance possible."
11. Crystal Clear Glass (High-Refraction)
"Perfectly transparent, colorless glass. Sharp Fresnel reflections on edges and top surface. Strong refraction distorting environment visible through glass. Chromatic aberration at edges (rainbow fringing) from dispersion. Interior reflections visible (secondary reflections inside glass). No dust or bubbles. Specular highlight sharp and bright. Perfect optical clarity."
12. Frosted Glass
"Translucent frosted glass with diffuse light transmission. No clear refraction—environment blurred behind glass. Rough microstructure (frosting) visible but not prominent. Soft specular glow rather than sharp highlight. Interior slightly darker than exterior. No transparency except for bright backlighting. Uniform frosting pattern (sandblasted appearance). Cool light temperature."
13. Colored Glass (Emerald Green)
"Translucent emerald-green glass with warm golden highlights. Strong Fresnel reflections tinted green. Refraction visible but colored—environment tinted green. Interior volume appears glowing in backlighting. Depth-based color saturation: thicker sections darker green, thin edges lighter. No bubbles. Smooth polished edges. Used for luxury bottles or jewelry."
14. Velvet (Deep Black)
"Soft velvet nap creating near-zero specularity on most angles. Deep black color with velvety texture—light scatters diffusely. Subtle color variation following nap direction: slightly warmer where nap faces viewer, cooler in shadows. Subsurface scattering in thin-edge areas creates faint glow. Zero harsh highlights. Tactile appearance. Worn areas showing nap direction change."
15. Silk (White/Ivory)
"Lustrous silk with smooth, reflective surface. Sharp specular highlights tinted slightly warm (ivory color). Excellent specularity with soft falloff creating sheen. Light wrinkles visible showing fabric structure and tension. Subsurface scattering subtle but present, especially in thin folds. Natural sheen variation following fabric direction. Zero pilling or texture imperfection. Drapes elegantly showing weight."
16. Linen (Cream-Colored)
"Tightly woven linen showing yarn-level texture. Warm cream tone with slight texture variation. Minimal specularity—matte finish. Visible weave pattern creating subtle anisotropic reflection. Soft shadows between yarns. Natural color variation suggesting natural fiber dying. Gentle wrinkles following fabric weight and tension. Slightly rough surface without being rough."
17. Water (Shallow Ocean)
"Crystal-clear water with strong Fresnel reflections from sky above. Sandy bottom visible through water with caustics dancing (refracted light patterns). Water surface shows gentle wave animation. Subsurface scattering in shallow areas: light penetrates and glows. Refraction distorts objects beneath surface. Specular highlight from sun position. Slight green tint (shallow water color). Realistic wave crest foam."
18. Marble (White with Gray Veins)
"Polished white marble with gray veining showing natural stratification. Subtle subsurface scattering throughout—light penetrates slightly, glowing warm in bright areas. Semi-translucent appearance in thin areas. Polished surface with soft specularity. Veins follow natural fracture patterns (not uniform). Minor micro-fractures catching light. Cool white base tone. Smooth, cold surface appearance."
19. Weathered Concrete
"Rough, porous concrete with visible aggregate (pebbles, stones embedded in surface). Gray-brown base color with water stains, algae growth in crevices, salt efflorescence. Unpolished surface with diffuse light scatter. No specularity except in wet areas. Deep micro-pores creating shadow depth. Cracks, spalling, and edge damage visible. Years of weathering texture."
20. Bioluminescent Surface
"Glowing organic surface (e.g., mushroom, deep-sea creature, alien skin). Soft self-luminous glow (emissive property, not reflection). Glow color: violet, cyan, or warm amber. Surface has organic texture underneath glow: wrinkles, skin pores, mucus sheen. Glow intensity varies across surface (hotspots brighter). Glow illuminates nearby surfaces with colored light (global illumination). Zero specularity from environment light—only self-glow."
Key: Warm diffuse light from 45° upper-left (3200K). Fill: Soft blue bounce from right side (cool shadow fill). Environment: HDRI photograph from sunset shoot. Rim: Natural backlighting from HDRI. Result: Warm sunlit appearance with golden tones and rich shadows. Best for: Outdoor products, nature, character portraits, architectural beauty shots.
Key: Soft diffuse main light from 45° (5600K neutral). Fill: Lower-intensity soft fill from opposite side, reducing shadow depth to ~70%. Back: Crisp rim light at upper-rear, creating separation. Result: Professional, flattering, balanced. Best for: Product shots, character reveals, corporate content.
Key: Single strong light source from extreme side (80°), creating strong side shadows. Fill: Minimal or none—shadows remain dark. Backlight: Subtle rim from opposite side. Result: Film-noir mood, high contrast, psychological. Best for: Drama, horror, suspense, cinematic scenes.
Key: Minimal key light (shadow-only fill). Rim: Extremely bright backlight, creating luminous outline. Result: Subject glows against background. Best for: Dramatic character introductions, magical moments, product revealment.
Key: Cool blue light (8000K+) from upper-left. Fill: Minimal, leaving deep shadows. Back: Slight rim to separate from darkness. Environment: Dark HDRI or black void. Result: Nighttime, cold, mysterious. Best for: Nocturnal scenes, sci-fi, psychological moods.
Key: Warm orange light (3000K) from left. Fill: Cool blue light (8000K) from right. Rim: Neutral or warm. Result: High color contrast, cinematic color-grading feel. Best for: Advertising, moody fashion, artistic shots.
Key: Soft HDRI environment providing diffuse light from all directions. Fill: HDRI provides fill—no harsh shadows. Back: HDRI backlight. Result: Even, soft, no harsh shadows. Best for: Product detail, documentation, clean reveals.
Key: Strong directional light (sun or spotlight) creating god rays. Atmosphere: Heavy volumetric fog or dust scattering light into beams. Fill: Soft fill from sky or bounce. Result: Dramatic light shafts, heavenly atmosphere. Best for: Sci-fi reveals, magical moments, architectural drama.
Key: Warm top-light simulating sun penetrating water. Caustics: Dynamic caustic pattern (refracting light) dancing on surfaces below. Fill: Blue reflected light from water. Environment: Water HDRI. Result: Underwater dreamy aesthetic. Best for: Underwater scenes, mystical moments, luxury beauty shots.
Key: Bright neon light (magenta, cyan, yellow) from practical in-scene source. Fill: Secondary neon from opposite direction. Back: Complementary color backlight. Environment: Dark cityscape HDRI. Result: Neon-soaked, cyberpunk mood. Best for: Sci-fi, tech, high-concept advertising.
Key: Soft diffuse light from large window (cool north light or bright overcast). Fill: Interior surfaces bounce fill light. Back: Subtle rim from opposite window or practical. Result: Realistic indoor appearance. Best for: Interior design, character scenes, documentary-style.
Key: Strong directional light (high in sky, slight front) creating crisp shadows. Fill: Minimal—shadows remain deep and detailed. Back: Natural rim from sun position. Result: Bright, high-contrast, clear detail. Best for: Product shots requiring clarity, outdoor documentation.
Key: Warm practical candlelight (2000K, orange) from low angle. Fill: Warm bounce from nearby surface or secondary candle. Back: Subtle glow from candle source. Environment: Dark interior HDRI. Result: Intimate, warm, cozy. Best for: Emotional character moments, intimate product shots, luxury goods.
Key: Cool diffuse overcast light (north light, 6000K) from above. Fill: Warm bounce from golden surface or artificial warm light. Back: Slight cool rim from sky. Result: Modern, slightly cool overall tone with warm accents. Best for: Contemporary advertising, architecture, lifestyle.
Key: Zero key light (subject fully shadowed from camera view). Rim: Extremely bright backlight creating complete halo/outline. Fill: Minimal from environment. Result: Subject glows, silhouetted against bright background. Best for: Introductions, reveals, emotional peaks, character spotlights.
Camera rotates around subject in a horizontal circle. Speed: 45° per second (smooth and majestic). Distance: Maintains constant distance. Best for: Product turntable, character reveal, environmental showcase. Seedance 2.0 on Higgsfield excels at perfectly smooth orbits with zero jitter.
Camera moves upward and backward, revealing scale and environment. Speed: Gradual and dignified. Arc: Smooth parabolic motion. Best for: Establishing wide shots, scale reveals, dramatic unveiling. Seedance 2.0 on Higgsfield handles motion curves naturally.
Camera moves directly toward subject, maintaining framing. Speed: Can accelerate. Depth-of-field shifts from wide to shallow, isolating subject. Best for: Intimate reveals, emotional impact, pulling viewer into moment.
Camera slides left or right across scene. Speed: Smooth and predictable. Best for: Side-by-side comparisons, revealing hidden elements, environmental tours. Seedance 2.0 on Higgsfield handles lateral tracking with natural ease.
Camera pans (rotates horizontally) to reveal information hidden off-frame. Speed: Moderate (not whip-pan). Composition shifts from subject-A to subject-B. Best for: Narrative reveals, introducing multiple elements.
Camera orbits around subject while simultaneously moving upward. Creates corkscrew motion. Speed: Linked ascending and rotational motion. Best for: Sci-fi, surreal, architectural drama. Seedance 2.0 on Higgsfield handles complex motion paths smoothly.
Camera moves through physical space (tunnel, corridor, canyon) with environmental walls or objects flowing past. Speed: Fast and dynamic. Best for: Action sequences, exploration, sci-fi vessels.
Camera dollies forward while focal length (zoom) decreases, or vice versa. Creates perspective distortion and dizzying effect. Speed: Matched dolly and zoom for mathematical effect. Best for: Surreal moments, emotional climaxes, psychological sequences.
Camera pulls back and upward, revealing context and environment. Opposite of push-in. Speed: Gradual and majestic. Best for: Pulling away from emotional moment, revealing larger context, ending sequences.
Camera moves freely in 3D space without constraint—up, down, forward, backward, rotating, all simultaneously. Speed: Slow and meditative. Best for: Dreamlike sequences, impossible camera positions, exploration of surreal spaces.
Camera position remains relatively static, but focus (depth-of-field) shifts from foreground to background or vice versa. Creates layered reveals. Best for: Depth revelation, attention direction, layered compositions.
Camera accelerates gradually at start and decelerates gradually at end (ease-in/ease-out). Feels natural and intentional. Speed: Starts slow, peaks in middle, slows at end. Replaces harsh linear motion. Best for: All motion—adds film-like quality.
Camera orbits subject while also moving closer or farther away. Creates expanding/contracting spiral effect. Speed: Linked orbit and distance change. Best for: Character introductions, product drama, dynamic reveals.
Camera tracks laterally while also dolly-ing forward/backward, creating moving parallax. Best for: Complex reveal sequences, architectural walkthroughs.
Camera position locked in place, but animation within frame (particles, objects, transformations) creates visual motion. Lens effects (focus-shift, lens aberration) evolve. Best for: Product spotlights, still-life with internal animation, meditative moments.
Pro Tip for Seedance 2.0 on Higgsfield: All motion should include easing curves. Never use linear motion unless specifically stylized. Specify frame rate (24fps cinematic, 30fps standard, 60fps smooth). Specify total duration so motion pacing can be calculated by the system.
"Millions of dust particles suspended in volumetric god rays, scattering light. Particles catch light, glowing. Slight settling motion—gravity pulling particles downward over 5 seconds. Vary particle size from microscopic to visible. Color: golden-orange, illuminated by warm key light. Never completely homogeneous—clumps and dense areas create depth."
"Dense volumetric smoke curling and swirling. Behavior: initial turbulent roiling, settling into gentle layers. Color transition: warm gray at base, thinning to transparent at top. Lighting: interior smoke illuminated by light source, creating caustic patterns. Density variation creates visual complexity. Duration: 4-second sequence."
"Thousands of small particles (dust-size, colored cyan) swirling in tight formation, gradually coalescing into a recognizable form (e.g., humanoid figure, product). Particles maintain individual identity—avoid smooth morphing. Slight delay between sections: hand/feet materialize first, torso last. Glow: particles emit soft cyan light. Duration: 3-second materialization."
"Small spark particles—bright, high-specularity points of light. Color: gold, white, or rainbow-gradient. Physics: particles emit from central source, arcing outward with gravity, settling and fading. Spark trails: subtle motion blur on fast particles. Density: sparse and distributed, not overwhelming. Glow: each spark emits soft light onto nearby surfaces. Duration: 2-second burst."
"Water splashing from impact, creating sheet of liquid mid-air. Droplets separate and arc through space, responding to gravity. Physics accuracy: each droplet has weight and trajectory. Transparency: water shows refraction of background. Surface tension effects at droplet edges. Caustics: dynamic refraction patterns visible in water volume. Duration: 1.5-second splash."
"Volumetric fire with realistic color gradient (blue base, yellow middle, orange-red top). Embers: glowing orange particles separating from flame, rising with heat-buoyancy. Flame turbulence: organic rolling motion, never repetitive looping. Glow: fire illuminates surrounding surfaces with warm color. Physics: heat causes particles to rise. Duration: steady 3-second burn or 5-second ignition."
"Abstract geometric particles (small cubes, spheres, lines) flowing through space in organized patterns. Color: neon cyan, magenta, white, or green. Behavior: particles follow spline paths or grid patterns, suggesting data flow. Glow: each particle emits slight neon glow. Opacity variation: some particles fade in/out. Duration: 4-second continuous flow."
"Fine particles suggesting rain or mist atmosphere. Particles: small streaks (rain) or tiny spheres (mist), falling or hanging suspended. Physics: rain responds to gravity and slight wind. Mist: particles stay suspended, barely moving. Density: enough to suggest atmosphere without obscuring visibility. Lighting: particles catch light, glowing in lit areas. Duration: 6-second continuous or shorter burst."
"Lightweight particles (leaves, paper fragments, feathers) falling with air resistance. Physics: particles tumble and flutter naturally, not falling straight. Air-drag simulation: particles respond to invisible air currents. Color variation: different shades (green, yellow, brown for leaves). Speed: slow and graceful. Duration: 5-second continuous fall."
"Fast-moving debris particles exploding outward from central point. Physics: initial velocity outward, gravity pulling downward in parabolic arcs. Particle variation: rocks, dust clouds, smoke, embers all mixed. Lighting: bright flash at initiation, particles glow warm (yellow-orange). Sound implication: visual energy suggests percussive impact. Duration: 2-second explosive burst, 3-second settling."
"Glowing particles trailing behind moving object (creature, projectile, character hand). Color: phosphorescent cyan, violet, or warm amber. Behavior: particles spawn along motion path, glowing, then fading. Opacity curve: bright at spawn, fading to transparent over 1 second. Glow: particles emit soft light onto environment. Duration: dynamic, follows motion."
"Volumetric fog creating depth and atmosphere. Density: thick enough to obscure objects beyond 20 meters. Color: slightly cool (blue-gray) or warm (amber) depending on light source. Lighting: fog glows in lit areas, becomes dark/silhouetted in shadowed areas. Animation: gentle undulating motion suggesting air currents. Depth integration: fog density increases with distance. Duration: static atmospheric effect or slow animation."
OPENING HOOK: A crystalline cube slowly materializes from swirling golden particles, rotating to reveal a character trapped inside.
Camera: Slow orbital rotation (45°/sec) around floating cube, maintaining mid-distance. Easing motion with smooth interpolation. 24fps cinematic.
Render Style: Pixar-style 3D with warm, saturated color palette and soft shading throughout.
Lighting: Golden-hour HDRI with warm key light from upper-left (3200K), cool blue fill from right side creating subtle shadow gradation. Rim light from back creating luminous character separation. Volumetric god rays through particles.
Subject: Anthropomorphic fox character, large expressive eyes, warm orange fur with white chest markings. Standing upright, arms at sides, slight confident posture. Character is translucent initially, solidifying as particles coalesce around form.
Materials: Soft fur with subsurface scattering in backlighting, especially ears. Fabric clothing (blue vest) with natural wrinkles and textile weave. Eyes: glossy with sharp specular highlights, warm amber iris color.
Animation: Character materializes over 2 seconds (particle coalescing), then blinks and looks directly at camera, slight confident smile. Eyes follow camera motion subtly.
Particle Effects: Golden particles swirl around character, coalescing onto form. Particle trails linger slightly before settling. Glow intensity peaks during materialization, fades once complete. Dust motes settle realistically.
Color Palette: Warm golds, oranges, soft pastels. Background cool gradient (pale blue to lavender). Character warm and saturated against cool background.
Duration: 5 seconds total.
Composition: Character centered, cube floating slightly above centerline. Depth layers: background HDRI (mountains/sunset), mid-ground cube, close foreground particle sparkles creating depth.
Atmosphere: Joyful, welcoming, magical. Music implication: whimsical orchestral swell.
OPENING HOOK: A single water droplet suspended on a polished surface catches light and refracts a product hidden in the background.
Camera: Push-in dolly from 2 meters away, moving toward product over 4 seconds. Shallow depth of field begins blurred, focuses on product at 2-second mark. Chromatic aberration subtle on edges. 24fps cinematic.
Render Style: Photorealistic 3D render, indistinguishable from professional product photography. 8K quality detail.
Lighting: Hybrid warm+cool: warm key light (3100K) from upper-left creating golden reflection, cool blue fill from right (7500K) reflecting off metal edge. Rim light crisp and warm, creating halo on curved surfaces. HDRI environment lighting from professional studio shoot. No harsh shadows—soft penumbra throughout.
Subject: Luxury wristwatch with rose-gold case and black dial. Water droplet balanced on polished bezel. Watch rests on white frosted-glass platform.
Materials: Rose gold (18k): mirror-polished finish with warm color temperature, perfect specular reflections of environment, zero distortion. Watch face: pure black with diamond-hard sapphire crystal, sharp Fresnel reflections on crystal. Leather strap: rich cognac brown, visible grain, soft tactile quality, subtle subsurface scattering.
Motion: Watch itself motionless. Water droplet refracts and rolls slightly across polished surface as camera pushes in (physical accuracy from gravity simulation). Watch catches light and "blooms" as camera focuses on it—highlights brighten subtly.
Details: Every surface polished to perfection. Sapphire crown shows microscopic scratches catching light. Dial shows hour indices with warm metallic glow. Leather strap texture at thread level.
Atmospheric Effects: Clean studio environment. Minimal dust. Subtle caustics from water droplet on metal beneath. Light scattering through sapphire crystal.
Color Palette: Warm rose-golds, cool silvers, black dial, cognac leather. Background pure white or light gray. Subject highly saturated.
Duration: 4 seconds.
Composition: Water droplet off-center initially, watch off-screen, revealed as camera pushes in. Strong rule-of-thirds framing on final reveal.
Finish: Final frame holds watch perfectly centered, fully focused, fully illuminated.
OPENING HOOK: An isometric view of a sprawling futuristic city materializes from a blueprint wireframe, gaining color and detail layer-by-layer.
Camera: Fixed 45-degree isometric angle. Camera motion: slow tracking downward and forward through city, maintaining isometric perspective throughout. Reveals multiple city layers. 30fps.
Render Style: Isometric 3D with crisp geometric forms, hyperdetailed photorealistic textures and materials. Perfect geometric accuracy with zero perspective distortion.
Lighting: Dual-sun system (cyan sun from upper-left, warm sun from upper-right). Cyan light creates cool shadows, warm light creates warm highlights. Shadows cast at 45-degree angle matching isometric perspective. Global illumination with color bleeding between surfaces. Volumetric atmosphere creating depth haze.
Subject: Sprawling futuristic cityscape with: skyscrapers with curved glass facades, flying vehicles (hovercars, drones), bridge structures, terraced gardens with vegetation, water features (rivers, fountains), pedestrian plazas, advertisement holograms.
Materials: Glass buildings show refraction and Fresnel reflections. Metallic structural elements (steel, aluminum) with brushed surfaces. Vegetation lush and detailed. Water with realistic caustics and ripple dynamics. Glowing neon signs (magenta, cyan, yellow).
Animation: City initially wireframe (cyan lines on black). Color floods in, revealing glass (transparent), metal (reflective), vegetation (green). Flying vehicles trace paths through sky. Holograms flicker with advertisement text. Water features ripple gently. Lights on buildings flicker or glow softly (evening/night).
Particle Effects: Atmospheric haze creating depth. Light particles suggesting data/technology flow between buildings. Possible drone/vehicle motion trails.
Color Palette: Cyberpunk aesthetic: bright magentas, cyan blues, yellow accents. Buildings cool teals and blues. Vegetation cool greens. Night-time color grading.
Duration: 6 seconds.
Composition: City fills entire frame from all angles. Foreground detail sharp, background slightly hazed. Multiple focus points (vehicles, buildings, plazas).
Atmosphere: Futuristic, technological, peaceful yet energetic. Sense of bustling organized society.
OPENING HOOK: A humanoid silhouette begins to crystallize, first becoming transparent, then shattering into geometric fragments that reassemble into an alien insectoid form.
Camera: Slow orbit around transformation, 30° per second. Camera pulls back slightly as creature expands, maintaining creature centered. Depth of field shifts to reveal environmental context at sequence end. 24fps.
Render Style: Photorealistic with surreal geometry. Creature hyperdetailed, impossible forms rendered with scientific precision. Hybrid stylized and realistic lighting.
Lighting: Cool primary light from upper-left (8000K), warm fill from lower-right (3000K) creating dramatic color contrast. Rim light: bright cyan from back, separating creature from environment. Secondary rim: warm amber from opposite side. Creature's exoskeleton emits faint bioluminescence (violet glow). HDRI environment: dark blue hour twilight.
Subject: Initial form: translucent humanoid, showing internal crystalline structure. Midway: fractures appear, fragments begin separating. Final form: insectoid creature with chitinous exoskeleton, faceted compound eyes (reflecting light beautifully), segmented body, articulated limbs, translucent wings.
Materials: Initial: transparent crystal with internal fractures and refractive surfaces. Transitional: partially solid, showing both crystalline and organic material. Final: chitinous exoskeleton (hard, reflective, with visible segmentation), compound eye (faceted, iridescent, reflective), skin beneath carapace (wet, glistening with bioluminescent undertones), wings (translucent with chitinous veins).
Animation: Sequence 1 (0-1.5s): Humanoid silhouette becomes transparent, internal crystalline structure visible, beautiful fractal patterns within. Sequence 2 (1.5-3.5s): Fractures spread, fragments slowly separate (zero gravity motion), floating slightly. Fragments hover in air for 0.5s. Sequence 3 (3.5-5.5s): Fragments reassemble into insectoid form, snapping together precisely. Creature assembles bottom-up: legs/abdomen first, then torso, head/eyes last. Entire sequence smooth and continuous, never jarring.
Details: Every segment hyperdetailed. Exoskeleton shows muscle underneath, veining visible at joints. Compound eyes: thousands of tiny hexagonal facets, each reflecting light. Wings: delicate structure, translucency showing veins. Creature "settles" after materialization—slight weight shift, breathing motion, antenna twitch.
Particle Effects: During fragmentation, crystalline fragments emit cyan particles as they separate. Bioluminescent motes hover around creature as it reassembles. Dust trails following fast-moving fragments.
Color Palette: Cool cyans, violets, deep blacks (environment). Creature: dark iridescent purple-black with violet bioluminescence. Fragment interiors: bright cyan crystal.
Duration: 6 seconds.
Composition: Creature center-frame throughout. Minimal background detail early, background revealed as camera pulls back. Deep space suggested but not detailed.
Atmosphere: Alien, surreal, beautiful, slightly unsettling. Sense of impossible physics. Transcendent quality.
OPENING HOOK: Camera glides through an immense atrium where light refracts through the glass ceiling in fractal patterns, slowly revealing a breathtaking interior architecture.
Camera: Continuous smooth tracking motion through interior architecture. Path: enters through soaring atrium, glides past multiple surfaces, descends through spiral staircase, emerges into open plaza. Speed: slow and meditative (5 meters/second CGI equivalent). Slight upward tilt at sequence end. 24fps.
Render Style: Photorealistic architectural visualization. Every material photoaccurate. 8K quality.
Lighting: Primary: massive skylight pouring warm golden light into atrium (simulating late afternoon sun at 3100K). Secondary: cool reflected light from blue sky. Caustics from glass ceiling refracting on all interior surfaces beneath. Global illumination: light bounces between surfaces, warm light reflecting from wood/stone, cool light from shadows. Subtle light flare from intense skylight entry. Volumetric god rays through dust in atrium space.
Subject: Modern luxury architecture featuring: glass-roofed atrium (transparent, multi-layered panes), natural stone walls (cream limestone), blonde oak wooden flooring (wide-plank, polished), steel structural elements (brushed stainless), water feature (reflecting pool with clear water), organic geometry (curved walls, organic column shapes), terraced seating levels, extensive vegetation (green plants, living walls).
Materials: Glass ceiling (crystal clear, sharp Fresnel, perfect refraction showing sky/clouds above, chromatic aberration on edges). Limestone (warm cream tone, fossil texture barely visible, aged surface, perfect polish). Oak wood (visible grain patterns, warm honey color, specular sheen from matte finish, individual plank variations). Steel (brushed finish, directional micro-scratches, cold silver tone, minimal reflection but present). Water (crystal clear with strong Fresnel reflections, showing floor beneath through refraction, ripple dynamics, caustics on pool floor).
Animation: Camera motion smooth and continuous. Water surface ripples gently (wind simulation, breeze through atrium). Vegetation sways imperceptibly. Light caustics animate slowly, light patterns dancing across surfaces. Shadows shift slightly suggesting sun position change or clouds passing (time-lapse quality).
Details: Hyper-detailed surfaces. Wood shows grain, knots, color variation. Stone: fossil impressions, natural variation, tool marks from finishing. Steel: perfect brushed texture, no dirt or oxidation. Water: perfect clarity, bottom texture visible, reflections sharp. Vegetation: individual leaf detail, natural variation in green tones, slight sun-catch on leaves.
Particle Effects: Dust motes suspended in light shafts (atrium). Barely visible, adds depth and realism. Possible light refraction particles suggesting optical phenomena.
Atmospheric Effects: Clean interior (no smoke, dust minimal except artistic motes). Humidity suggested by water feature. Air felt through motion and light behavior.
Color Palette: Warm golds and creams (stone, wood, light). Cool silvers and blues (shadows, sky reflection). Vegetation green providing natural accent. High saturation in lit areas, cooler tones in shadow areas.
Duration: 8 seconds.
Composition: Camera framing always balanced. Strong leading lines (walls, stairs, columns) draw eye through space. Depth layers obvious at all times. Vanishing points suggest vast scale.
Finish: Final frame: expansive plaza opening, architectural complexity fully revealed, natural light flooding space.
Quality Emphasis: This sequence should look indistinguishable from actual architectural photography. Every detail professional-grade. Lighting perfect. No computational artifacts or visual errors.
❌ Mistake: "Add dynamic camera movement that creates energy."
✓ Fix: "Slow orbital rotation around product at 45°/sec, maintaining distance. Easing motion. 24fps cinematic."
Why: "Dynamic" is subjective. Specific camera language tells system exactly what movement is needed.
❌ Mistake: "Render every atom of the material visible at atomic resolution."
✓ Fix: "Hyperdetailed material showing grain, wear, natural variations down to microscopic texture level."
Why: Atomic rendering is computationally impossible. "Hyperdetailed" communicates intent without overreach.
❌ Mistake: "Bright shadows with no light source."
✓ Fix: "Deep shadows from single key light, fill light from opposite side maintaining 2:1 contrast ratio."
Why: Shadows are absence of light. If shadowed area is bright, it's lit. Be specific about light sources.
❌ Mistake: "Black velvet with perfect mirror reflections."
✓ Fix: "Deep black velvet nap with diffuse light scattering (zero specularity) and subtle subsurface glow in thin-edge areas."
Why: Velvet is diffuse by definition. Mirror finishes contradict velvet properties.
❌ Mistake: "Lots of cool particles flowing everywhere."
✓ Fix: "Thousands of cyan glowing particles following spline path through scene, gradually fading in opacity over 1 second. Spacing: 5cm between particles, maintaining formation."
Why: Vague = unpredictable results. Specific description (color, density, motion, duration) ensures desired outcome.
❌ Mistake: "Camera slowly orbits product."
✓ Fix: "Camera slowly orbits product (45°/sec) for 3 seconds, completing 135° rotation."
Why: "Slowly" is relative. Without duration, system guesses. Specify time.
❌ Mistake: "Photorealistic product in a completely made-up fantasy world."
✓ Fix: "Hyper-detailed photorealistic product placed in a stylized dreamlike environment (surreal landscape, color-graded lighting). Product: photorealistic. Environment: stylized."
Why: Mix is fine, but be explicit about which elements are realistic vs. stylized.
❌ Mistake: "Show off the product but make it mysterious."
✓ Fix: "Product: center-frame, fully lit, in sharp focus. Background: intentionally out-of-focus (bokeh), mysterious silhouettes suggested but not detailed."
Why: Vague direction creates guesswork. Specify what's visible, what's obscured, and why.
Take akcodez/seedance-3d-cgi from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.