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skills/krea-motion/references/reveal-recipes.md
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# Reveal Recipes — Named Effects And How To Get Them A cookbook of the reveal and transition effects users actually ask for, each stated as: what it is, the prompt language that produces it, what to attach, and how it fails. Copy the **Write** block into the relevant SHOT line of the prompt architecture and adapt the nouns. Every recipe assumes the surrounding blocks from the `krea-generate` skill's `../../krea-generate/references/models/seedance-2.md` are present: format, references, world, motion split, light, audio, constraints. --- ## Group 1 — Light And Shadow Reveals ### 1. Shadow Retreat The single most elegant reveal available. The object never moves; darkness uncovers it. **Write** ``` SHOT 1 — SHADOW RETREAT (0–4s), medium close, 85mm. Camera locked absolutely still. The object begins entirely inside a hard-edged shadow, only its silhouette readable. Over 4 seconds the shadow edge travels left-to-right across its face at a constant rate, never accelerating, uncovering the surface, then the chamfer, and the engraved mark last. The object is locked — no rotation, no drift. Realtime physics. ``` **Attach** `start_image` = the object already in shadow, or a fully lit still plus the shadow described in prose (Seedance will build the shadow). **Fails when** the shadow edge is described as "soft" and "slow" — it becomes a global brightness ramp instead of a travelling edge. Say **hard-edged** and give it a direction and a rate. --- ### 2. Silhouette Bloom Drama from nothing. Pure black shape against a dim ground, then light arrives from behind, rims it, and finally fills the front. **Write** ``` SHOT 1 — SILHOUETTE BLOOM (0–3s), wide, 50mm. Camera locked. The object reads as a pure black silhouette against a charcoal ground, no front detail at all. A source rises behind it over 2 seconds until a hard bright rim describes its entire outline. At 2.5s a soft front source lifts just enough for the surface material to resolve — never fully lit, the far side stays black. ``` **Fails when** the frame goes fully lit too early. Add: `the far side of the object remains in true black for the entire shot`. --- ### 3. Travelling Specular The camera holds; only a highlight moves. Maximum sophistication, minimum motion. **Write** ``` SHOT 1 — SPECULAR TRAVEL (0–5s), macro, 100mm. Camera locked. A single hard specular highlight travels left to right along the top chamfer at a constant rate, crossing the engraved mark at 3s and igniting it briefly before continuing off the right edge. Nothing else in frame changes. The object is locked. ``` **Fails when** you don't say the camera is locked — Seedance adds a drift and the highlight travel gets lost inside it. --- ### 4. Slat / Louvre Crawl Chiaroscuro drama with an in-world excuse for the light. **Physical subjects only.** The slats must fall across a real surface and the wall behind it. On flat artwork or a vector mark this renders as white bars sliding over the logo — the cheapest look in this file. **Write** ``` SHOT 1 — SLAT CRAWL (0–3.5s), medium, 85mm. Camera locked. Hard-edged horizontal blind shadows stripe the object and the wall behind it. Over 3.5s the entire slat pattern crawls 20 centimeters to the right as the unseen source moves, sweeping bright bands across the object's face and clearing the mark. The object does not move. ``` **Fails when** the slats shimmer or reflow — add `the slat pattern holds its shape exactly; it translates, it does not deform`. --- ### 5. Light-Wipe Transition A beat-to-beat transition that reads as designed rather than as an edit accident. **Write** ``` ...end of SHOT 2: a hard bright band sweeps across frame left to right and blows the frame to near-white for four frames — light-wipe cut into SHOT 3, which begins already in its new framing. Not a dissolve, not a fade. ``` **Fails when** it becomes a bloom-and-return on the same shot. Specify that the next beat begins in a *different framing* and name it a cut. --- ### 6. Shadow Wipe Transition The quiet version of the light wipe, and the more elegant one. Both of these fill the *whole frame* for a few frames and land in a new framing — that is what makes them a cut. A band or bar travelling across the frame while the framing stays put is not a wipe, it is the stock swipe transition; ban it in the tail. **Write** ``` ...end of SHOT 1: a shadow sweeps across frame and fills it to true black for three frames; SHOT 2 emerges out of that same darkness in a new framing — shadow wipe, a real cut, not a dissolve. ``` --- ## Group 2 — Focus And Optical Reveals ### 7. Blur-In Reveal The most reliable premium opener in existence: the frame resolves out of nothing. **Write** ``` SHOT 1 — BLUR-IN (0–3s), macro, 100mm. Camera locked. The frame opens as complete soft bokeh — no readable form, only warm and dark masses. Over 3 seconds the focus plane travels until the object resolves into razor-sharp detail, the engraved mark last to arrive. Focus travels at a constant rate. Nothing in frame moves. ``` **Attach** `start_image` can be the sharp final frame — describe the blur as the *starting* state in prose and Seedance will open soft and resolve. **Fails when** it resolves in the first half second and then sits. Add `the focus travel is spread evenly across the full 3 seconds`. --- ### 8. Rack-Focus Handoff Attention moves without a cut. Two subjects, one continuous frame. **Write** ``` SHOT 2 — FOCUS HANDOFF (2.5–5s), medium close, 85mm. Camera locked. Focus opens on the foreground edge, razor sharp, with the object behind it completely soft. Over 2.5 seconds the focus plane travels backward; the foreground edge falls to bokeh exactly as the object's mark becomes sharp. One continuous move, no cut. ``` --- ### 9. Reflection Reveal The object appears first as a reflection, then in itself. Sophisticated misdirection. **Write** ``` SHOT 1 — REFLECTION FIRST (0–3s), macro, 100mm. Camera locked on a polished black surface; the object is visible only as an upside-down mirror reflection in it. At 2s the camera begins a single continuous tilt upward, 20 degrees over 1 second, lifting off the reflection and arriving on the object itself, sharp and composed. ``` **Fails when** the reflection and the real object appear simultaneously. Add `the object itself is out of frame entirely until the tilt begins`. --- ### 10. Caustic Crawl Glass, liquid and gem work. Light bent through the subject paints the surface below. **Write** ``` SHOT 1 — CAUSTIC CRAWL (0–4s), macro, 100mm. Camera locked. A hard source behind the glass throws a bright caustic pattern onto the surface below. Over 4 seconds the caustic travels 10 centimeters across the surface as the source moves, its edges sharpening as it crosses. Realtime physics. The glass is locked. ``` --- ## Group 3 — Camera-Driven Reveals ### 11. Glacial Push-In The workhorse. Quantify it or it will be too fast. **Write** ``` SHOT 1 — PUSH (0–6s), medium close to close, 85mm. One single continuous push-in traveling roughly 20 centimeters across the full 6 seconds, dead level, on a motion-control rig — mechanically smooth, never accelerating, never stopping. The object is locked and does not rotate. Everything in frame moves at natural realtime speed; no speed ramping, no slow-motion. ``` --- ### 12. Slow Pull-Reveal (Context Arrives) The reverse: start intimate, pull back to disclose where you were. **Write** ``` SHOT 1 — PULL (0–6s), extreme macro opening to wide, 50mm. One continuous pull back across the full 6 seconds. We open on an abstract lit edge with no readable context; as the camera retreats the full object assembles in frame, then the void around it, ending on a composed wide with the object on the lower third. The camera stops dead for the final half second. ``` **Fails when** the pull accelerates at the end and overshoots. Add `constant rate throughout; the final framing is held still, not arrived at in motion`. --- ### 13. Crane Down To Level A vertical move that changes the object's status from viewed to met. **Write** ``` SHOT 1 — CRANE DOWN (0–5s), wide to medium, 35mm. The camera begins high, looking down at 40 degrees, and descends in one continuous crane move to dead level with the object across 5 seconds, arriving at eye height. Constant rate, no pan, no roll. The object is locked. ``` --- ### 14. Low-Angle Hero Rise Makes an object monumental. Wide lens, low camera, upward move. **Write** ``` SHOT 1 — HERO RISE (0–4s), low wide, 24mm, camera 15 centimeters off the ground looking up. One continuous rise of 25 centimeters across 4 seconds, the object looming above the lens, its top edge cutting into a black field. No tilt, no roll, no pan. Realtime physics. ``` --- ### 15. Dolly-Zoom (Vertigo) Use rarely and deliberately. It is a statement, not a texture. **Write** ``` SHOT 3 — VERTIGO (5–7s), medium, focal length pulling from 85mm to 35mm while the camera pushes in — the object holds exactly the same size in frame while the background void expands behind it. One continuous move across 2 seconds. ``` --- ### 16. Whip-Pan Accent Cut The fast beat that makes the slow beats read as intentional. **Write** ``` ...end of SHOT 3: a hard whip-pan right, heavy horizontal motion blur for four frames — whip-pan cut into SHOT 4, which lands already settled in its new framing with no residual movement. ``` --- ## Group 4 — Object And Matter Events ### 17. Precision Settle An object arrives and stops dead. Reads as engineered; the opposite of floaty. **Write** ``` SHOT 2 — SETTLE (2.5–4.5s), medium close, 85mm. The lid descends 4 centimeters in one single motion at realtime speed and seats with a precise stop — no bounce, no overshoot, no secondary wobble. Camera locked. One soft mechanical click at the moment of contact. ``` **Fails when** the object floats down. The fix is explicit: `at realtime speed under normal gravity; it does not float`. --- ### 18. Unfold / Assemble Components arrive into place. Cousin of the exploded view in `../references/dimensional-motion.md`. **Write** ``` SHOT 2 — ASSEMBLE (2.5–5s), medium, 50mm. Camera locked. Three components travel inward from just outside frame along straight paths and seat into the body in sequence — first the base at 3s, then the collar at 4s, then the cap at 4.8s — each stopping dead on contact with no bounce. Realtime physics, mechanically precise. Each part keeps its exact shape and scale; no morphing, no melting. ``` --- ### 19. Liquid Form Pour, fill, meniscus. Physical honesty is what sells it. **Write** ``` SHOT 3 — POUR (5–8s), macro, 100mm. Camera locked. A clean stream enters from the top of frame and fills the vessel across 3 seconds at realtime speed. Surface tension holds at the meniscus, one bright caustic forms on the surface beneath, and the level rises at a constant rate. No splashing beyond two small droplets. No slow-motion. ``` --- ### 20. Dust Disturbance A tiny consequence that makes a locked frame feel physically real. **Write** ``` ...as the object seats, a fine ring of dust lifts 2 centimeters off the surface and settles again within one second, catching the rim light. Realtime speed, minimal — a few dozen particles, not a cloud. ``` --- ### 21. Fabric Fall Reveal by removing a covering. Classic, and dependent on weight reading correctly. **Write** ``` SHOT 1 — DROP (0–3s), medium, 50mm. Camera locked. A dark cloth covering the object slides off downward under its own weight in one continuous motion at realtime speed, clearing frame at 2s and revealing the object already lit and composed. The cloth has weight — it falls, it does not float or billow. ``` --- ## Group 5 — Frame-Level Grammar ### 22. Match Cut On A Curve The move that makes an assembled sequence read as one piece. **Write** ``` ...SHOT 2 ends on the object's chamfer arcing from lower-left to upper-right. Match cut on the same curve into SHOT 3, which opens on the identical arc described by a different element in a new framing — same line, same screen position, same direction of travel. ``` --- ### 23. Cut On The Highlight A cut so smooth it barely registers as one. **Write** ``` ...SHOT 1 ends the instant the travelling specular reaches the right edge of the mark. Hard cut into SHOT 2, which opens with a specular already at the left edge of the new framing, travelling in the same direction. ``` --- ### 24. Held Landing / End Card How elegant sequences finish. **Write** ``` SHOT 4 — LANDING (6–8s), medium, 85mm. The camera arrives and stops dead. The object sits composed on the lower third, fully lit for the first time in the piece, mark razor sharp. The frame holds absolutely still for the final second. No text, no logo overlay, no fade — a held image. ``` --- ## Recipe Selection Table Recipes are the move *inside* a beat. Choose the structure first — the standard build is in `../references/cut-architecture.md` — then fill each beat from here. | User says | Reach for | |---|---| | "animate this" (no further steer) | Staccato detail chain: three macro beats from different angles, then 12 Slow Pull-Reveal into 24 Held Landing | | "reveal it dramatically" | 1 Shadow Retreat, 2 Silhouette Bloom, cut between two of them at different scales | | "make it look premium / expensive" | Macro cut chain — 3 Travelling Specular and 8 Rack-Focus Handoff on separate beats — then 12 Slow Pull-Reveal to the whole | | "have it emerge from darkness" | 2 Silhouette Bloom, 6 Shadow Wipe | | "start blurry then sharp" | 7 Blur-In Reveal, ideally on a pull-out so framing and focus resolve together | | "focus on the details" | 8 Rack-Focus Handoff, 3 Travelling Specular, macro dive in `../references/dimensional-motion.md` | | "show the whole thing at the end" | 12 Slow Pull-Reveal, 24 Held Landing — and this is the default shape for everything, not a special request | | "make it feel monumental" | 14 Low-Angle Hero Rise, 13 Crane Down | | "unbox / open it" | 17 Precision Settle, 21 Fabric Fall | | "show how it's made / what's inside" | 18 Unfold, exploded view in `../references/dimensional-motion.md` | | "punchy, high energy" | 16 Whip-Pan Accent, 15 Dolly-Zoom, tighter beats | | "moody, cinematic, film-like" | 4 Slat Crawl (physical subjects only), 2 Silhouette Bloom, 21:9 aspect | | "the logo should animate" | `../references/logo-and-mark-motion.md` — check flat vs dimensional first; most of the recipes here do not apply to flat artwork | | "make it float / spin in the air" | `../references/dimensional-motion.md` | ## Combining Recipes One recipe per beat, never two camera moves inside a beat, and a different recipe on each beat — repeating one across two adjacent beats is how a cut sequence collapses back into a drift. The default four-beat build, each beat at a different scale, angle and key: 1. **Travelling Specular** on a macro edge — hard top-left rake (0–1.6s) 2. **Silhouette Bloom** or **Shadow Retreat** from the opposite side — rear rim (1.6–3.2s) 3. **Rack-Focus Handoff** on a detail, underlit, camera low (3.2–4.6s) 4. **Slow Pull-Reveal** into **Held Landing** — the whole subject, first and last time (4.6–8s) Joined by hard cuts, each named in its beat. That is a complete eight-second piece built from four named recipes, and it beats any single recipe stretched across the full duration.
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