Overview
This skill guides you through creating world-class 3D CGI and rendered video prompts optimized for Seedance 2.0(Higgsfield) . Whether you are targeting Pixar-style animation, photorealistic product visualization, architectural walkthroughs, sci-fi environments, or creature character animation, this framework provides the terminology, structure, and psychology knowledge needed to generate compelling CGI content.
The difference between a generic "make it look 3D" request and a production-grade CGI prompt lies inspecificity: render engine terminology, material properties, lighting language, camera dynamics, and the "hook" architecture that captures attention in the first two seconds. This skill teaches you all of it.
What Seedance 2.0 (Higgsfield) accepts
Seedance 2.0(Higgsfield) is a generative video platform optimized for high-quality rendered content. It excels at:
- Render engines and styles: Blender Cycles, Unreal Engine 5 (UE5), Octane Render, Arnold, RenderMan, V-Ray, Redshift, Corona Renderer, real-time ray tracing, NVIDIA OptiX
- Resolution and frame rate: up to 4K 60fps or higher; supports cinematic 24fps and 30fps workflows
- Animation and motion: smooth procedural motion, physics simulation, character rigging, character animation, particle systems, fluid dynamics
- Materials and shading: PBR (physically based rendering), subsurface scattering, specular reflection, glossiness maps, normal maps
- VFX integration: smoke, fire, liquids, cloth simulation, debris and explosions
- Input/output specs: up to 9 images, 3 videos, 3 audio files, up to 12 combined assets
- Special syntax:
@material[name]used to reference uploaded reference materials in prompts
The 2-second hook framework in 3D CGI
A successful CGI prompt begins with an immediate visual promise. The first two seconds should clearly show:
- Three-dimensional form — the viewer immediately understands what this is and where it is in 3D space
- Surface quality — does the material look realistic? Is it glossy? Metallic?
- Lighting environment — where does the light come from? Is it indoors or outdoors?
Framework
[0–0.5秒]: [主体建立] + [相机视角] + [关键光源]
[0.5–1秒]: [材质细节] + [环境线索]
[1–2秒]: [相机运动或变换] + [深度和规模]
Example 1: Product visualization
0–0.5秒:一个豪华手表正面视图。三个点打光设置。金属案例在白色背景上。柔软的阴影。
0.5–1秒:特写镜头展示瑞士制造的刻字。次表面散射在蓝宝石水晶上。
1–2秒:旋转360度。反射在抛光金属上。全景景深。
Example 2: Architectural visualization
0–1秒:现代玻璃建筑的外立面。日出时分。长阴影穿过玻璃。
1–2秒:无人机镜头向上旋转。天空从淡蓝色过渡到金色。反射在玻璃上。
Example 3: Pixar-style character
0–1秒:一个友好的卡通人物的正面视图。高度过饱和的颜色。明亮的三点打光。
1–2秒:角色转身和微笑。皮肤有细微的SSS。眼睛反射灯光。
3D CGI terminology architecture
Layer 1: Render engines and global illumination
Render engine selection
| Engine | Best use | Visual characteristics |
|---|---|---|
| Blender Cycles | Photorealistic general rendering | Physically accurate, few artifacts, natural shadows |
| Unreal Engine 5 | Real-time visual effects, game quality | Dynamic lighting, real-time shadows, fast iteration |
| Octane Render | GPU-accelerated, product rendering | Ultra-sharp, detailed reflections, extremely fast |
| Arnold | Big-budget VFX | Procedural, extensible, data-driven |
| RenderMan | Pixar animation standard | Soft shadows, high-end animation quality |
| V-Ray | Architecture, product, VFX | Photorealistic, powerful materials |
| Redshift | GPU rendering, hour-level efficiency | High-speed rendering, real-time preview |
Global illumination technology
直接光照 → 最快,最少逼真感(用于概念概览)
间接光照(一次反弹) → 平衡的速度和真实感(产品、建筑)
路径追踪(多反弹) → 最慢,最逼真(高端电影)
光子贴图 → 室内渲染、焦散特效
体积光(缎光) → 烟雾、雾霾、丁达尔效应
Layer 2: Materials, surfaces, and shading
PBR (Physically Based Rendering) workflow
Three core properties define any CGI surface:
| Property | Range | Impact | Description |
|---|---|---|---|
| Base color | sRGB | The object's true color | Metals do not use base color; they use reflectivity and a special specular color |
| 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 film) | 0.0 = non-metal; 1.0 = metal (no blending!) |
| Normal map | XYZ direction | Illusion of microscopic surface detail | Does not change actual geometry, saves polygons |
| Gloss map | Grayscale | Surface variation per texel | Makes surfaces look worn or dirty |
Material example prompts
黄金戒指,高端珠宝风格:
- 基色:#FFD700(真实金色)
- 粗糙度:0.2(抛光但不是完全镜面)
- 金属感:1.0(100%金属)
- 法线贴图:细致的锤打纹理
- 反射:100%。Fresnel效应。
陶瓷碗,乳白色:
- 基色:#F5F5F5(接近白色)
- 粗糙度:0.15(光滑陶瓷)
- 金属感:0.0(非金属)
- 次表面散射:轻微的(薄陶瓷通常有SSS)
磨损的皮革沙发:
- 基色:#8B4513(棕色)
- 粗糙度:0.6(粗糙但保留一些反射)
- 金属感:0.0
- 法线贴图:皱纹和磨损的皮肤细节
- 光泽度贴图:边缘和折痕处更暗
Advanced material techniques
Subsurface scattering (SSS)
用于:皮肤、石蜡、大理石、薄瓷器
效果:光透过表面穿过,创造温暖感
提示词提示:添加SSS时,指定"光散射距离"(1-5mm范围)
Specular reflection and Fresnel
用于:水、玻璃、光亮的表面
效果:以陡峭的角度看时更反光(手机屏幕),正面看时更透明
提示词提示:"强菲涅尔效应"或"边缘处更反光"
Anisotropic highlights
用于:拉丝金属、缎面、头发
效果:反射不是圆形,而是细线条状
提示词提示:"拉丝铝"或"各向异性高光"
Layer 3: Lighting and VFX
Three-point lighting setup (CGI standard)
关键灯 → 主光源,45度角,产生定义阴影
填充灯 → 软灯(1:3或1:4比例),填充阴影细节
背光 → 从后面分离主体,创造边缘高光
CGI lighting terminology
| Term | Definition | Use |
|---|---|---|
| HDRI (High Dynamic Range Image) | 360-degree lighting environment | Realistic environment reflections and shadows |
| Caustics | Patterns refracted from water or glass | Swimming pools, underwater scenes, glass lamps |
| Volumetric light | Light beams passing through particles (smoke, dust) | Dramatic effects, atmospheric feel |
| Emission | Surfaces that emit light from a shader | Neon lights, screens, glowing eyes |
Layer 4: Camera and composition
CGI camera settings
焦距:
- 35mm(标准):自然视角,多用途
- 50mm(标准):人像,最接近人眼
- 85mm(长焦):人像,压缩深度
- 24mm(广角):建筑,环境
- 17mm(超广角):戏剧性环境,变形
光圈(景深):
- f/1.4–f/2.8:非常浅,隔离主体
- f/5.6–f/8:平衡的深度
- f/16+:所有内容清晰(建筑/产品)
Composition principles
三分法则 → 在1/3线上放置主体
前导线 → 直线引导观众眼睛进入框架
开放与对称 → 创造平衡感或对比感
负空间 → 留空以创造呼吸和孤立感
垂直和水平 → 避免倾斜的地平线(除非有意)
Layer 5: Animation and motion
Animation fundamentals (12 principles of animation)
压缩和拉伸 → 物体在运动时变形以显示力
预期 → 动作前的微妙准备
分段动作 → 动作不是同时发生的,而是按顺序
跟随和重叠 → 一部分比另一部分晚停止(头发、衣服)
弧形 → 自然弧形,不是直线
时序 → 速度和节奏传达权重和意图
缓冲进出 → 物体加速和减速,不是突然停止
呼吸 → 角色即使静止也在微妙地移动
次要动作 → 头转向转身的方向之前
立体感 → 角色看起来有体积和重量
吸引力 → 好的设计吸引观众的眼睛
Animation guidance in prompts
相机绕物体360度旋转:
"平稳缓冲旋转。没有快速加速。完全360度。"
角色走路循环:
"生物学准确的行走循环。跨过一条腿。臀部旋转。手臂摆动与腿相反。"
液体倾倒:
"高速清晰的液体运动。表面张力显而易见。飞溅。反射。"
Complete prompt template
Standard product rendering
[主体]: [产品名称],[材质],[颜色]
[尺寸]: [相对于参考物体]
[环境]: [位置],[背景]
[打光]: 三点设置。关键灯45度角,[颜色]。背光从[方向]。HDRI环境。
[材质]: 基色:[hex]。粗糙度:[0.0-1.0]。金属感:[0.0-1.0]。
[渲染]: 引擎:[Cycles/V-Ray/Octane]。分辨率:[4K]。降噪:开启。
[相机]: [焦距mm]。[景深]。焦点:[主体部分]。
[动作]: [0–2秒动作描述]
Standard architectural visualization
[建筑]: [建筑名称]或[风格]。[时代]。[位置线索]
[构图]: [无人机视图]或[地面视图]。[时间]
[环境]: 日光。天空:[描述]。大气:[晴朗/多云]。
[材质]: 玻璃幕墙。钢铁结构。混凝土基础。[详细说明]
[打光]: 日光方向:[东/西]。长影。反射在玻璃上。
[VFX]: 树木。人物(小)。车辆(远处)。
[相机]: [焦距]。[景深]。汇聚点纠正(如果需要)。
[动作]: 缓慢无人机推进。或"静态"以实现最高质量。
Standard character rendering
[角色]: [名称/风格]。[年龄外观]。[表情]
[几何体]: 模型面数:[高]。[绑定信息]
[皮肤]: 基色范围:[描述]。SSS:开启,[散射距离]mm。毛孔细节:开启。
[头发]: 模型:[长/短]。[颜色]。毛囊类型:[直/卷曲]。透光:开启。
[衣物]: 布料模拟:开启。皮肤接触:开启。[材质详情]
[打光]: 正面关键灯。[颜色温度]。背光从[方向]。柔和填充灯。
[背景]: [简单/详细]。环境融合。焦外散焦。
[表情]: [面部表情描述]。[眼睛方向]。
[动作]: [0–3秒动作描述]。[拍摄类型]
Advanced optimization
1. Render quality grading
概念阶段:较低分辨率,快速迭代,有限的反弹
演示阶段:中等分辨率,更多反弹,噪声显著降低
最终交付:4K或更高,完整路径追踪,降噪
2. Color grading
高端产品:柔软的、温暖的色彩分级。轻微的过饱和(+10%)
建筑:自然色彩空间。除非是日出/日落。
角色:肤色准确。微妙的对比提升。
科幻:冷蓝色或霓虹绿。高对比度。
3. VFX credits
反射和折射:确保所有表面都反映其环境
焦散:在水下或通过玻璃场景添加
运动模糊:匹配预期的相机和对象速度
景深:不要在所有距离都锐利——这看起来不真实
Common pitfalls
| Problem | Cause | Solution |
|---|---|---|
| Plastic looks strange | Roughness too low or too high | 0.3–0.5 for physical products |
| Metal looks matte | Roughness too high; no reflections | Metal: roughness 0.1–0.3; enable reflection |
| Skin looks like plastic | Missing SSS; no pore detail | Add subtle SSS and pore normal maps |
| Lighting looks artificial | Lighting is too bright or too dark | Use HDRI; use three-point setup |
| Inefficient | Oversampling; too many bounces | Grade according to quality target |
Prompt Engineering Checklist
- Is the render engine explicitly stated?
- Are material properties (base color, roughness, metallic) defined?
- Is there a clear lighting setup (key/fill/backlight)?
- Are camera focal length and depth of field specified?
- Are there any motion or actor interruptions?
- Are resolution and render quality targets clear?
- Have time and efficiency been considered?
Quick Reference
Five-Minute Product Render
一个[产品],[颜色]。金属[或塑料]。
三点打光。背景:白色或中灰色。
焦点:产品正面。浅景深。
光圈:f/8。焦距:85mm。
Octane Render。4K。去噪。
Architectural Daylight Render
[建筑]外立面。日出时分。[地点线索]。
相机角度:[俯仰]角度。
广角镜头。大光圈(f/5.6)。
日光从东方。长影。
HDRI天空。V-Ray渲染。
Wishing you beautiful 3D visuals on Seedance 2.0 (Higgsfield)!