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Generate 3D CGI and rendered video prompts for Seedance 2.0 (Higgsfield). Use this when users want 3D rendering, CGI, Pixar-style, Unreal Engine, photorealistic 3D, computer-generated, or digitally rendered video content. Trigger words: 3D animation, CGI, rendering, Blender, Unreal Engine, octane render, ray tracing, volume, subsurface scattering, physically based rendering, or any 3D/CG video request. Use this even if the user only says "make it look 3D" or describes a rendering aesthetic.
npx skill4agent add beshuaxian/higgsfield-seedance2-jineng seedance-3d-cgi@material[name][0–0.5s]: [Subject Establishment] + [Camera Angle] + [Key Light Source]
[0.5–1s]: [Material Details] + [Environmental Cues]
[1–2s]: [Camera Movement or Transformation] + [Depth and Scale]0–0.5s: Front view of a luxury watch. Three-point lighting setup. Metal case on a white background. Soft shadows.
0.5–1s: Close-up showing Swiss-made engravings. Subsurface scattering on sapphire crystal.
1–2s: 360-degree rotation. Reflections on polished metal. Full depth of field.0–1s: Facade of a modern glass building. Sunrise. Long shadows across the glass.
1–2s: Drone shot panning upward. Sky transitions from light blue to golden. Reflections on glass.0–1s: Front view of a friendly cartoon character. Highly saturated colors. Bright three-point lighting.
1–2s: Character turns and smiles. Subtle SSS on skin. Eyes reflect the light.| Engine | Best Use Cases | Visual Characteristics |
|---|---|---|
| Blender Cycles | Photorealistic general-purpose rendering | Physically accurate, minimal artifacts, natural shadows |
| Unreal Engine 5 | Real-time visuals, game-quality | Dynamic lighting, real-time shadows, fast iteration |
| Octane Render | GPU-accelerated, product rendering | Ultra-sharp, detailed reflections, extremely fast |
| Arnold | Large-scale VFX | Procedural, scalable, data-driven |
| RenderMan | Pixar animation standard | Soft shadows, high-end animation quality |
| V-Ray | Architecture, product, VFX | Photorealistic, powerful material system |
| Redshift | GPU rendering, hour-level efficiency | High-speed rendering, real-time preview |
Direct Lighting → Fastest, least realistic (for concept overviews)
Indirect Lighting (1 bounce) → Balanced speed and realism (products, architecture)
Path Tracing (multiple bounces) → Slowest, most realistic (high-end films)
Photon Mapping → Indoor rendering, caustic effects
Volume Lighting (satin light) → Smoke, haze, god rays| Property | Range | Impact | Description |
|---|---|---|---|
| Base Color | sRGB | True color of the object | Metals do not use base color; they use reflectance and special specular colors |
| Roughness | 0.0–1.0 | Degree of surface scattering | 0.0 = mirror-smooth; 1.0 = extremely diffuse |
| Metallic | 0.0–1.0 | Conductivity (key for cinematography) | 0.0 = non-metal; 1.0 = metal (no mixing!) |
| Normal Map | XYZ directions | Illusion of micro-surface details | Does not change actual geometry, saves polygons |
| Gloss Map | Grayscale | Surface variations per texel | Makes surfaces look worn or dirty |
Gold ring, high-end jewelry style:
- Base Color: #FFD700 (real gold)
- Roughness: 0.2 (polished but not perfectly mirror)
- Metallic: 1.0 (100% metal)
- Normal Map: Detailed hammered texture
- Reflection: 100%. Fresnel effect.
Ceramic bowl, milky white:
- Base Color: #F5F5F5 (near white)
- Roughness: 0.15 (smooth ceramic)
- Metallic: 0.0 (non-metal)
- Subsurface Scattering: Slight (thin ceramics often have SSS)
Worn leather sofa:
- Base Color: #8B4513 (brown)
- Roughness: 0.6 (rough but retains some reflection)
- Metallic: 0.0
- Normal Map: Wrinkles and worn skin details
- Gloss Map: Darker on edges and creasesUsed for: Skin, paraffin, marble, thin porcelain
Effect: Light passes through the surface, creating a warm feel
Prompt Tip: When adding SSS, specify "light scattering distance" (1-5mm range)Used for: Water, glass, shiny surfaces
Effect: More reflective when viewed at steep angles (phone screens), more transparent when viewed head-on
Prompt Tip: "Strong Fresnel effect" or "more reflective at edges"Used for: Brushed metal, satin, hair
Effect: Reflections are not circular but thin, linear
Prompt Tip: "Brushed aluminum" or "anisotropic highlights"Key Light → Main light source, 45-degree angle, creates defining shadows
Fill Light → Soft light (1:3 or 1:4 ratio), fills in shadow details
Back Light → Separates subject from background, creates edge highlights| Term | Definition | Use Case |
|---|---|---|
| HDRI (High Dynamic Range Image) | 360-degree lighting environment | Realistic environmental reflections and shadows |
| Caustics | Patterns refracted from water or glass | Swimming pools, underwater scenes, glass lamps |
| Volume Lighting | Light beams passing through particles (smoke, dust) | Dramatic effects, atmospheric feel |
| Self-Illumination | Surfaces that emit light from the shader | Neon signs, screens, glowing eyes |
Focal Length:
- 35mm (standard): Natural perspective, multi-purpose
- 50mm (standard): Portraits, closest to human eye
- 85mm (telephoto): Portraits, compressed depth
- 24mm (wide-angle): Architecture, environments
- 17mm (ultra-wide): Dramatic environments, distortion
Aperture (Depth of Field):
- f/1.4–f/2.8: Very shallow, isolates subject
- f/5.6–f/8: Balanced depth
- f/16+: Everything in focus (architecture/products)Rule of Thirds → Place subject on 1/3 lines
Leading Lines → Straight lines guide viewer's eye into the frame
Symmetry & Asymmetry → Create balance or contrast
Negative Space → Leave empty space to create breathing room and isolation
Vertical & Horizontal → Avoid tilted horizons (unless intentional)Squash and Stretch → Objects deform during movement to show force
Anticipation → Subtle preparation before an action
Staging → Actions do not happen simultaneously, but in sequence
Follow-Through and Overlapping Action → One part stops later than another (hair, clothes)
Arcs → Natural arcs, not straight lines
Timing → Speed and rhythm convey weight and intent
Slow In and Slow Out → Objects accelerate and decelerate, do not stop abruptly
Appeal → Good design attracts the viewer's eye
Secondary Action → Head turns before body in a turn
Solid Drawing → Characters look voluminous and heavy
Exaggeration → Emphasize key actions for impact360-degree camera rotation around object:
"Smooth buffered rotation. No rapid acceleration. Full 360 degrees."
Character walking cycle:
"Biologically accurate walking cycle. Cross one leg over the other. Hips rotate. Arms swing opposite to legs."
Liquid pouring:
"High-speed clear liquid motion. Surface tension visible. Splashes. Reflections."[Subject]: [Product Name], [Material], [Color]
[Size]: [Relative to Reference Object]
[Environment]: [Location], [Background]
[Lighting]: Three-point setup. Key light at 45 degrees, [Color]. Back light from [Direction]. HDRI environment.
[Material]: Base Color: [hex]. Roughness: [0.0-1.0]. Metallic: [0.0-1.0].
[Rendering]: Engine: [Cycles/V-Ray/Octane]. Resolution: [4K]. Denoising: Enabled.
[Camera]: [Focal Length mm]. [Depth of Field]. Focus: [Subject Part].
[Action]: [0–2s Action Description][Building]: [Building Name] or [Style]. [Era]. [Location Clues]
[Composition]: [Drone View] or [Ground View]. [Time of Day]
[Environment]: Daylight. Sky: [Description]. Atmosphere: [Clear/Cloudy].
[Material]: Glass curtain wall. Steel structure. Concrete foundation. [Detailed Notes]
[Lighting]: Daylight direction: [East/West]. Long shadows. Reflections on glass.
[VFX]: Trees. People (small). Vehicles (distant).
[Camera]: [Focal Length]. [Depth of Field]. Convergence correction (if needed).
[Action]: Slow drone push-in. Or "static" for maximum quality.[Character]: [Name/Style]. [Apparent Age]. [Expression]
[Geometry]: Model polygon count: [High]. [Rigging Info]
[Skin]: Base color range: [Description]. SSS: Enabled, [Scattering Distance]mm. Pore details: Enabled.
[Hair]: Model: [Long/Short]. [Color]. Follicle type: [Straight/Curly]. Translucency: Enabled.
[Clothing]: Cloth simulation: Enabled. Skin contact: Enabled. [Material Details]
[Lighting]: Front key light. [Color Temperature]. Back light from [Direction]. Soft fill light.
[Background]: [Simple/Detailed]. Environment blending. Bokeh out-of-focus.
[Expression]: [Facial Expression Description]. [Eye Direction].
[Action]: [0–3s Action Description]. [Shot Type]Concept Phase: Lower resolution, fast iteration, limited bounces
Presentation Phase: Medium resolution, more bounces, significant noise reduction
Final Delivery: 4K or higher, full path tracing, denoisingHigh-end Products: Soft, warm color grading. Slight oversaturation (+10%)
Architecture: Natural color space. Unless sunrise/sunset.
Characters: Accurate skin tones. Subtle contrast boost.
Sci-Fi: Cool blue or neon green. High contrast.Reflections & Refractions: Ensure all surfaces reflect their environment
Caustics: Add in underwater or through-glass scenes
Motion Blur: Match expected camera and object speed
Depth of Field: Don't keep everything sharp at all distances – it looks unrealistic| Problem | Cause | Solution |
|---|---|---|
| Plastic looks weird | Roughness too low or too high | 0.3–0.5 for physical products |
| Metal looks matte | Roughness too high; no reflections enabled | Metals: roughness 0.1–0.3; enable reflections |
| Skin looks plastic | Missing SSS; no pore details | Add subtle SSS and pore normal maps |
| Lighting looks artificial | Lights too bright or too dark | Use HDRI; use three-point setup |
| Low efficiency | Oversampling; too many bounces | Grade according to quality goals |
A [Product], [Color]. Metal [or Plastic].
Three-point lighting. Background: white or medium gray.
Focus: Front of product. Shallow depth of field.
Aperture: f/8. Focal length: 85mm.
Octane Render. 4K. Denoised.[Building] facade. Sunrise. [Location Clues].
Camera angle: [Pitch] angle.
Wide-angle lens. Large aperture (f/5.6).
Daylight from east. Long shadows.
HDRI sky. V-Ray render.