seedance-style
Style anchors, CGI material specification, and aesthetic control for Seedance 2.0.
Scope
- Style tokens that work (film language vs. trend words)
- Render-engine references as style bias
- Animation and anime control
- Period/historical material specification
- CGI material contract (avoiding plastic sheen)
- Style transfer via @Video reference
Out of scope
- Lighting color and contrast — see [skill:seedance-lighting]
- Character clothing identity — see [skill:seedance-characters]
- VFX particle and energy effects — see [skill:seedance-vfx]
Style Anchors That Work
Anchor with physical film language, not trend words.
Lens feel: anamorphic / vintage softness / spherical / fisheye
Texture: subtle film grain / digital clean / noise as character
Palette: muted / desaturated / warm highlights cold shadows / neon-saturated
Contrast: low-key / high-key / deep blacks / crushed shadows
Style budget: ONE primary style anchor is recommended. Add a secondary anchor only if necessary.
"anamorphic, subtle grain, muted palette" — done.
Render-Engine Style Tokens
These function as legitimate style bias (not confirmed universal — test and document):
Unreal Engine 5 rendering— game-engine realism, ray-traced reflections, SSSBlender render— 3D animation aestheticsOctane render— high-end material rendering
Use with specific material descriptions (see CGI section below). Render-engine tokens alone without material context produce inconsistent results.
Still delete: 8K (empty filler), masterpiece, award-winning, ultra-real.
Animation / Anime Control
Use production descriptors, never studio or series names:
clean linework, limited shading, 2D animation, motion on twos, smear frames on fast turns
watercolor wash backgrounds, ink outline characters
3D cel-shaded, bold outlines, flat color fills
stop-motion texture, visible material grain
Period / Historical Control
Specify materials and lighting of the era rather than decade labels alone:
1920s: oil lamp practicals, soot-stained plaster, handwoven wool, iron hardware
1970s: film stock warm yellows, faded contrast, wide collars, grain heavy
1990s: VHS scan lines, oversaturated color, handheld shake
feudal: rough-hewn timber, candle light, raw silk, bronze fittings
CGI Material Contract
CGI fails when materials are unspecified → "plastic sheen."
Specify 2–4 properties per material:
Base: metal / painted metal / glass / ceramic / rubber / fabric / wood / stone
Roughness: matte / satin / glossy / mirror
Imperfection: micro-scratches / dust / fingerprints / wear marks / patina
Edge: slightly beveled / razor sharp / rounded / chipped
Example:
brushed aluminum, satin roughness, fine micro-scratches, subtle edge wear
aged leather, matte surface, visible grain, creased at flex points
Motion Physics for Materials
The material contract extends into motion:
Heavy objects: slow acceleration, slow deceleration
Cloth: lags behind motion, catches up with overshoot
Glass: reflections shift with camera movement
Liquid: sloshes with inertia, settles slowly
State mass when needed: "feels heavy, slow inertia."
Style Transfer via Reference
Most reliable method. Upload a reference and describe the extraction:
Match the visual style, color grading, and film texture of @Video1
Apply @Image1's artistic style and color palette to the scene
The model extracts: color grade, contrast, film grain, lighting mood, compositional style, editing rhythm.
Agent gotchas
- Style tokens are consumed before generation. Keep to 2–3. Beyond that, the model's attention dilutes.
- "Cinematic" does nothing. Every generated video is "cinematic" by default. Replace it with a lens or contrast description.
- Render-engine tokens work best when paired with specific material descriptions. Alone they are inconsistent.
- For CGI: always specify imperfections. Perfect surfaces look fake. Real objects have dust, scratches, wear.
- Style transfer via reference beats 10 style-descriptor words. If you have a reference clip, use it.
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