WEBVTT

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Welcome to AI for visual effects,
I'm Doug Hogan.

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In this video,
we're taking a raw CG play blast

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and turning it into a final rendered shot
using Seedance 2.0,

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driven by reference images
generated with Nano Banana Pro.

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This is essentially using AI
as a diffusion based

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renderer on top of your existing CG
animation.

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What this workflow does
is keep your CG animation

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exactly as is and lets AI handle
the final render.

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We start by loading in our play blast.

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This becomes the ground truth
for the motion of the entire shot.

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That's a huge shift
because now we get consistent timing,

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consistent camera work,
and predictable results.

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Next, we generate our assets
using Nano Banana Pro.

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This is where we define
what everything actually look like.

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Vehicles, characters, props,
whatever your shot needs.

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But the important part here
is not just generating a single image.

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We create multi angle grids of each asset.

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Think of this
like a traditional turntable.

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You're giving the model multiple views

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so it understands the form
not just a single silhouette.

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This dramatically improves identity
consistency during motion.

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From there we can optionally generate
whole frame style guides.

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We grab a single frame from the play blast
and use Nano Banana again

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to explore the final look. Lighting,
environment, tone.

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This can be plugged into Seedance later
and becomes another visual target

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for the model to reference.

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Next is one of the most important parts
of the workflow.

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We use a Gemini node
powered by some custom system

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instructions
to generate our Seedance 2.0 prompt.

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The system enforces
a structure that Seedance likes

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subject, action, camera, scene, style, and constraints.

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It also clearly assigns roles.

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The video defines motion.

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The images define identity,
and the prompt defines intent.

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Finally, everything feeds into the Seedance 2.0 reference node.

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We give it the play blast
as our motion source.

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The asset images as identity,
the environment reference for look

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and lighting, and the generated prompt
to tie it all together.

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Seedance then reinterprets the shot.

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It keeps the animation

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and look we defined with the reference
images and brings it to life.

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A couple things to watch out for.

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If your reference grids are weak,
your assets will drift or morph.

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More angles of your assets generally
means more stability, and your environment

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reference is doing a lot of heavy
lifting for lighting and grounding.

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And finally,

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your play blast quality also matters
since it's driving the overall shot.

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So make sure this is solid. And that's it.

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Now you've got a way
to take raw CG animation

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and turn it into a finished shot
in minutes instead of hours or days.
