Higgsfield Cinema Studio 2.5
QUICK FACTS
Generated-checked block (scripts/build_index.py verifies anchors). Read the linked sections for full context — these lines are routing aids, not the rules themselves.
- Three Cinema Studio versions coexist (2.5 / 3.0 / 3.5) — user-selected, no auto-routing; always detect the version first →
- Hard 512-character prompt cap; 2.5 @ Element chips eat ~80–100 hidden chars each →
- Elements System: define @Characters/@Locations/@Props once, call everywhere →
- 3.5 main UI = three pills (Genre / Style / Camera), each Auto by default — override only with a creative reason →
- 7 confirmed 3.5 genres: General · Action · Horror · Comedy · Noir · Drama · Epic — never invent genre names →
- Style presets: 8 Color Palettes · 6 Lighting · 9 Camera Moveset Styles, or free-form Manual Style →
- Camera axes: 3 bodies · 5 lenses · focal 8/14/35/50/75mm · aperture f/1.4–f/4–f/11; two camera vocabularies coexist — vocabulary follows the selected model →
- Output enums: 7 aspect ratios incl. 21:9 · 480p/720p/1080p · duration 4–15s · Sound On/Off →
- Lead every delivered shot with the one-line settings strip (UI presets ≠ prompt text; never restate strip values in the body) →
- The UI shot counter caps internal cuts — "strictly N shots" must keep N within it (observed cap 4; API exposes no max — UI behavior, verify live) →
- Manual Style = saved ≤2,000-char block of project LAWS (grade, lighting law, texture, performance register); it replaces the preset axes →
- 480p drafts validate the prompt, NOT the take — no seed param; transfer a look via Hero Frame + start/end-frame pinning →
- Resolution matrix has two axes: shot physics × delivery context; 4K-finish pipelines master at model max res in std mode →
- Seedance fast mode cannot output 1080p — drafting in fast then "switching up" silently changes mode AND res →
Cinema Studio is Higgsfield's professional filmmaking environment — a full production
workflow for multi-shot, character-consistent cinematic content. It's fundamentally
different from single-clip generation: you're building sequences, not individual videos.
Cinema Studio vs Standard Generation
|
Standard Generation |
Cinema Studio 2.5 |
Cinema Studio 3.0 (Business/Team Plan) |
Cinema Studio 3.5 |
| Output |
Single clip |
Multi-shot sequence |
Multi-shot sequence |
Multi-shot sequence |
| Character consistency |
Manual / Soul ID only |
Reference Anchor system |
@ reference system (up to 9 images) |
@ reference system (extends 3.0) |
| AI actor generation |
Not available |
Soul Cast — generate actors from parameters (no photos) |
Soul Cast — General (2K) / Character (4K) / Location (4K) modes, 0.125 credits |
Same Soul Cast surface — see 3.0 |
| Camera control |
Named presets |
Director Panel (18 movements) |
Director Panel + Smart (auto camera planning) |
Camera Settings 4-axis panel (Camera Body / Lens / Focal Length / Aperture) — see Cinema Studio 3.5 section |
| Optical physics |
Not available |
Full camera body + lens stack |
Not available |
Available — restored via Camera Settings panel (different vocabulary from 2.5 — see Cinema Studio 3.5 section) |
| Color grading |
Not available |
Built-in suite (temp, contrast, grain, bloom, etc.) |
Not available |
Available — Color Palette axis in Style Settings panel (8 named palettes) |
| Shot structure |
One prompt = one clip |
Up to 6 scenes, 12s total max, per-scene config |
Smart (auto) + Custom multi-shot (up to 6 scenes, 15s) |
Multi-shot supported — Duration 4s–15s |
| 3D exploration |
Not available |
Gaussian splatting — move inside any generated image |
Not available |
Same as 3.0 (not available) |
| Batch generation |
Not available |
Grid generation — up to 16 variations per credit |
Not available |
Configurable Batch Size (exploration multiplier) |
| Storyboard |
Not available |
Higgsfield Popcorn integration |
Not available |
Same as 3.0 |
| Speed control |
Not available |
Speed Ramp (6 modes) |
Speed Ramp (7 modes + Bullet Time, Hero Moment) |
Not separately tested in this release — see UI for 3.5-specific surface |
| Genre |
Style descriptions |
8 named genres |
7 genres (General, Action, Horror, Comedy, Noir, Drama, Epic) |
Manual catalog (General, Action, Horror, Comedy, Noir, Drama, Epic + others surfaced in UI) |
| Audio |
Model-dependent |
On/Off |
On/Off (native dual-channel stereo) |
On/Off (generated alongside video) |
| Video resolution |
Model-dependent |
Up to 1080p |
Up to 720p (may increase) |
480p / 720p / 1080p (three-tier) |
| Image resolution |
Model-dependent |
Up to 4K |
Up to 4K (Character/Location) · Up to 2K (General) |
Not separately tested in this release |
| Max video duration |
Model-dependent |
12s |
15s |
15s |
| Aspect ratios |
Model-dependent |
6 options |
7 options (+ 21:9 ultrawide) |
7 options (Auto, 16:9, 9:16, 4:3, 3:4, 1:1, 21:9) |
| Plan requirement |
All plans |
All plans |
Business/Team plan only |
Plan availability not separately verified in this release — see Higgsfield plan documentation |
Use Cinema Studio when:
- You need 2+ shots that must feel like the same film
- Character geometry must be locked across cuts
- You want professional optical physics (lens flare, depth of field, sensor grain) — 2.5 only
- You're building a short film, branded content, or any sequence longer than one clip
Stick with standard generation when:
- Single clip is sufficient
- Speed matters more than consistency
- Exploring ideas before committing to a full sequence
⚠ Version Detection — Ask First
Before generating any Cinema Studio output, always ask the user:
Are you working in Cinema Studio 2.5 or Cinema Studio 3.0?
If the user has already stated their version (e.g., "I'm using 3.0" or "Cinema Studio 3.0"), remember it and don't ask again. But never assume — 2.5 and 3.0 have fundamentally different feature sets.
Why this matters:
- 2.5 has optical physics (camera body + lens stack), color grading, 3D Mode, grid generation
- 3.0 has none of those — outputting them wastes the user's time and causes confusion
- 3.0 has features 2.5 doesn't: native audio, Smart shot control, 21:9 ultrawide, 15s duration
- Speed Ramp options differ between versions
- Genre lists differ between versions
Once the version is known, use ONLY that version's output format and feature set. Never mix features from one version into output for the other.
The 10-Step Cinema Studio 2.5 Workflow
Cinema Studio 2.5 extends the pipeline in both directions: pre-production (Soul Cast +
location prompt) before generation, and post-production (color grading) after.
1. SCRIPT → Write or paste your scene description / shot list
2. SOUL CAST → (New in 2.5) Generate AI actors from parameters or use saved Elements
3. REFERENCE → Upload character photo → create Reference Anchor (or use Soul Cast actor)
4. ELEMENTS → (Optional) Define @Characters, @Locations, @Props if needed
5. OPTICAL STACK → Select camera body + lens + focal length + aperture (image mode)
6. HERO FRAME → Generate a key image that defines the visual tone
7. COLOR GRADE → (New in 2.5) Apply color grading to keyframes before video generation
8. CAMERA CONFIG → Set Director Panel movement + Speed Ramp + Duration in UI
9. SHOT MODE → Choose Single Shot / Multi-Shot Auto / Multi-Shot Manual
10. GENERATE → EXPORT → Chain into timeline or export to editing
Elements System — Define Once, Call Everywhere
Elements are Cinema Studio's reusable asset library. Create a Character, Location, or Prop
once and reference it with @ in any subsequent prompt.
Three element types:
| Type |
What it stores |
Call with |
| Character |
Person, appearance, costume |
@CharacterName |
| Location |
Environment, setting, atmosphere |
@LocationName |
| Prop |
Object, vehicle, specific item |
@PropName |
Creation workflow:
- Open Elements panel → New Element → choose type
- Upload reference image(s)
- Name the element (this becomes the
@ tag)
- Add description (appearance details, key features)
- Save → now available across all shots in this project
Per-Character Emotion: In Multi-Shot mode, each character can have an emotion setting
per scene. The available emotions are:
| Emotion |
Effect |
| Joy |
Smiling, warm expression, positive energy |
| Fear |
Wide eyes, tense posture, defensive body language |
| Surprise |
Raised brows, open mouth, alert stance |
| Sadness |
Downcast eyes, slumped posture, muted energy |
Set emotion per character per scene in the UI — this keeps expression changes out of the
prompt field and lets the model handle the subtlety of facial animation.
@ tag rule — use exactly what the user provides, nothing more
Only use @ tags for Elements the user has explicitly given you in this conversation.
If they give you @Marcus but no location or prop tags, write the location and props
as plain description. Never invent or assume @ tags for anything the user hasn't named.
Each @ tag the user gives you = they have that Element set up. Silence = they don't.
No Elements provided — write everything as description:
A woman with dark hair and a red coat walks through a narrow downtown alley at night.
She carries a worn leather briefcase. She stops under a streetlight, turns to camera.
User provides @Sarah only — use it, describe the rest:
@Sarah walks through a narrow downtown alley at night.
She carries a worn leather briefcase. She stops under a streetlight, turns to camera.
User provides @Sarah, @DowntownAlley, @LeatherBriefcase — use all three:
@Sarah walks through @DowntownAlley, carrying @LeatherBriefcase.
She stops under a streetlight, turns to camera.
Key rule: Match exactly what the user gives you. No more, no less.
Tags they give you = Element exists. Anything else = write it as description.
Element Library Surface — Source Tabs and Categories
The @ symbol opens a unified asset picker. The picker is organized as a two-dimensional structure: source tabs across the top (where the asset comes from), and element categories within the Elements tab (how project assets are grouped).
Source tabs (5):
| Tab |
What's in it |
| Uploads |
Assets the user brings in directly — original photos, plates, prop shots |
| Image Generations |
Prior generated stills available for reference (useful for self-referencing continuity across shots — pull a specific look or pose that emerged from a previous generation back into a new one) |
| Video Generations |
Prior generated clips available for reference (useful for camera-memory or motion reference — feed a previous clip's framing or movement back into a new generation) |
| Elements |
Curated/saved assets in the project library — the primary continuity surface |
| Liked |
Favorited assets across the picker — fast recall for go-to references |
Element categories within the Elements tab (6):
| Category |
What it groups |
| All |
Everything in the project |
| Pinned |
Surfaced for quick access in this project — the user's working set for the current sequence |
| Shared |
Accessible across collaborators or contexts (exact sharing scope is platform-managed) |
| Characters |
Identity references — people, faces, performers |
| Locations |
Environment references — rooms, exteriors, settings |
| Props |
Object references — vehicles, items, set pieces |
Build the element library before generation. For a project with recurring characters, locations, or props — a short film, a series of branded videos, a multi-shot sequence — establish each recurring asset as an Element first, then reference it via @ in every shot. This is the platform-native implementation of the Reference-Based Prompt Mode discipline already documented elsewhere: references with assigned roles, not references as inspiration. See ../higgsfield-seedance/SKILL.md for the Reference-Based Prompt Mode discipline, and the existing "@ tag rule — use exactly what the user provides" guidance earlier in this section for how to use @ tags inside the prompt itself.
Cross-shot continuity tip. For continuation work, the Image Generations and Video Generations source tabs let you reference prior outputs from the same project — useful when a Character Element doesn't capture a specific look or pose that emerged from a particular generation. Pull the exact frame back in via the Generations tab rather than re-prompting from scratch.
Soul Cast — AI Actor Generation
Soul Cast is Cinema Studio 2.5's character generation system — create AI actors from
parameters instead of uploading photos. This is fundamentally different from Soul ID.
Soul Cast vs Soul ID
|
Soul Cast |
Soul ID |
| Input |
Parameter selection |
20+ photos of real person |
| Purpose |
Generate AI actors from scratch |
Maintain consistency of a known face |
| Photo required |
No |
Yes |
| Powered by |
Nano Banana 2 |
— |
Soul Cast Parameter Categories (8 total)
| # |
Category |
Options |
| 1 |
Genre |
Action, Adventure, Comedy, Drama, Thriller, Horror, Detective, Romance, Sci-Fi, Fantasy, War, Western, Historical, Sitcom (14 options) |
| 2 |
Budget |
Production budget slider (in millions) — higher = refined blockbuster look, lower = raw/gritty |
| 3 |
Era |
Decade selection starting from 1900s — grounds character in correct time period |
| 4 |
Archetype |
Innocent, Everyman, Hero, Caregiver, Explorer, Rebel, Lover, Creator, Jester, Sage, Magician, Ruler (12 options) |
| 5 |
Identity |
Gender, race, age |
| 6 |
Physical Appearance |
Height, eye color, hair, facial hair, etc. |
| 7 |
Details |
Scars, tattoos, freckles, other imperfections |
| 8 |
Outfit |
Casual, Formal, High Fashion, Military, Sporty, Workwear, Vintage (7 styles) |
Key Features
- Add up to 3 Soul Cast characters per keyframe — choose from saved Elements or generate on the spot
- "Save to elements" button to reuse a specific Soul Cast actor across projects
- Every actor auto-generates a backstory + character sheet (personality traits, motivation, fear, flaw, strength)
- Designed to eliminate the "plastic/waxy" AI look — excels at skin textures and emotions
- Powered by the Nano Banana 2 model under the hood
Soul Cast Workflow
1. Open Cinema Studio → Navigate to Soul Cast panel
2. Set Genre + Era + Budget to establish the visual world
3. Select Archetype + Identity + Physical Appearance
4. Add Details (imperfections) + Outfit
5. Generate → Review backstory + character sheet
6. Save to Elements → Now available as @CharacterName across all shots
7. Repeat for additional characters (up to 3 per keyframe)
Built-in Color Grading Suite
Cinema Studio 2.5 adds a post-production color grading suite applied to keyframes
before video generation — enabling unified visual cohesion across all clips.
Controls
| Control |
Effect |
| Color temperature |
Warm ↔ cool shift |
| Contrast |
Shadow/highlight separation |
| Saturation |
Color intensity |
| Sharpness + effects |
Detail enhancement |
| Highlights |
Bright area control |
| Film grain |
Analog texture overlay |
| Exposure |
Overall brightness |
| Bloom |
Highlight glow/diffusion |
Workflow
- Generate your keyframe image (Hero Frame or grid selection)
- Click the keyframe → "Colorgrade" button
- Adjust settings to taste
- Apply — grade is baked into the keyframe before video generation
- Repeat for each keyframe to maintain visual cohesion across the sequence
Tip: Grade your Hero Frame first, then match subsequent keyframes to it.
This is the post-production equivalent of a DIT (Digital Imaging Technician) on set.
Optical Physics Engine
Cinema Studio's Image Mode gives you a full camera body + lens stack. These are the
exact names from the UI (previous versions had wrong names — these are corrected).
Claude's job when building a Cinema Studio image prompt: Always recommend a specific
optical stack — body + lens + focal length + aperture — with a one-line reason why.
Never leave the optical stack blank or say "choose based on preference." Make a call.
Optical Stack Recommendations by Intent
Use the user's creative intent to select the stack. The most important signal is
what the image needs to feel like — not just the genre.
Portrait / Character Focus
| Feel |
Body |
Lens |
Focal |
Aperture |
Why |
| Warm, intimate, skin-flattering |
Full-Frame Cine Digital |
Warm Cinema Prime |
50mm |
f/1.4 |
Flattest most natural face rendering, creamy background separation |
| Artistic / swirling bokeh |
Full-Frame Cine Digital |
Swirl Bokeh Portrait |
50mm |
f/1.4 |
Distinctive background treatment isolates subject dramatically |
| Prestige / awards-film quality |
Grand Format 70mm Film |
Classic Anamorphic |
50mm |
f/1.4 |
Rich grain + horizontal bokeh = immediate cinematic credibility |
| Fashion / editorial sharp |
Premium Large Format Digital |
Clinical Sharp Prime |
50mm |
f/4 |
Maximum face detail, clinical modern look |
| Nostalgic / vintage character |
Classic 16mm Film |
70s Cinema Prime |
50mm |
f/1.4 |
Grain + warmth + soft rendering = timeless feel |
Scene / Environment / Establishing
| Feel |
Body |
Lens |
Focal |
Aperture |
Why |
| Cinematic wide establishing |
Studio Digital S35 |
Compact Anamorphic |
14mm |
f/4 |
Industry-standard look, oval bokeh on background elements |
| Epic / spectacle |
Grand Format 70mm Film |
Classic Anamorphic |
14mm |
f/4 |
Scale + grain + strong lens character = instant epic quality |
| Documentary / real |
Modular 8K Digital |
Clinical Sharp Prime |
35mm |
f/4 |
Clean, high-DR, no optical character — feels captured not staged |
| Moody / atmospheric |
Classic 16mm Film |
Halation Diffusion |
35mm |
f/4 |
Grain + highlight glow creates organic atmosphere |
| Nature / landscape |
Modular 8K Digital |
Clinical Sharp Prime |
14mm |
f/11 |
Maximum depth, maximum detail, everything sharp |
Emotion / Tone-Driven
| Feel |
Body |
Lens |
Focal |
Aperture |
Why |
| Romance / dreamlike |
Full-Frame Cine Digital |
Halation Diffusion |
50mm |
f/1.4 |
Highlight glow + shallow focus = soft emotional warmth |
| Tension / suspense |
Studio Digital S35 |
Compact Anamorphic |
35mm |
f/4 |
Neutral but cinematic — lets the subject and lighting carry the mood |
| Dread / horror |
Classic 16mm Film |
Vintage Prime |
35mm |
f/4 |
Distortion + grain + flat rendering = unsettling realism |
| Energy / action |
Studio Digital S35 |
Compact Anamorphic |
35mm |
f/4 |
S35 + anamorphic = kinetic, industry-standard action feel |
| Melancholy / memory |
Classic 16mm Film |
Halation Diffusion |
50mm |
f/1.4 |
Softness + grain reads immediately as memory or longing |
| Surreal / abstract |
Full-Frame Cine Digital |
Creative Tilt Lens |
14mm |
f/1.4 |
Selective focus plane makes real scenes feel dreamlike or miniature |
Commercial / Functional
| Feel |
Body |
Lens |
Focal |
Aperture |
Why |
| Product / packshot |
Premium Large Format Digital |
Clinical Sharp Prime |
50mm |
f/11 |
Everything sharp, no optical distraction from the product |
| Product with lifestyle feel |
Full-Frame Cine Digital |
Warm Cinema Prime |
50mm |
f/4 |
Warm, flattering, some background separation — not clinical |
| Food / texture detail |
Premium Large Format Digital |
Extreme Macro |
50mm |
f/4 |
Maximum detail rendering for close-up texture work |
| Architecture / interior |
Modular 8K Digital |
Clinical Sharp Prime |
14mm |
f/11 |
Wide + sharp = every detail of the space visible |
| Fashion editorial |
Premium Large Format Digital |
Classic Anamorphic |
50mm |
f/1.4 |
High-end magazine look — sharp subject, cinematic background |
How Claude Should Deliver the Output
Cinema Studio has two separate inputs:
- UI dropdowns — Camera body, Lens, Focal length, Aperture, Genre, Director Panel, Speed Ramp
- Prompt field — Scene description only. No camera/lens/aperture text goes here.
Claude must always output these as two clearly separated blocks:
Block 1 — UI Settings (select these in Higgsfield before pasting the prompt)
Camera: Full-Frame Cine Digital
Lens: Warm Cinema Prime
Focal: 50mm
Aperture: f/1.4
Genre: Intimate
↳ Why: Flattest, most natural face rendering. Creamy background separation
keeps all attention on the character without any lens distortion.
Block 2 — Prompt (paste this into the Cinema Studio prompt field)
[Scene description only — no camera, lens, aperture, or genre language here]
Rule: Never put camera body names, lens names, focal lengths, apertures, or genre
names inside the prompt text. They live in the UI, not the prompt field.
Camera Body Reference
| Body |
Character |
Best for |
| Premium Large Format Digital |
Ultra-sharp, clinical modern |
Commercial, fashion, product |
| Classic 16mm Film |
Grain, texture, organic warmth |
Drama, indie, period, horror |
| Modular 8K Digital |
High dynamic range, clean |
Nature, documentary, landscape, architecture |
| Full-Frame Cine Digital |
Cinematic standard, versatile |
Narrative, character, romance, drama |
| Studio Digital S35 |
Super 35, industry standard |
Action, thriller, genre, suspense |
| Grand Format 70mm Film |
Epic scale, rich grain |
Spectacle, prestige cinema, blockbuster |
Lens Reference
| Lens |
Effect |
Best for |
| Creative Tilt Lens |
Selective focus plane, miniature effect |
Surreal, abstract, stylized |
| Compact Anamorphic |
Oval bokeh, subtle flare |
Cinematic standard, action, thriller |
| Halation Diffusion |
Glow around highlights, dreamy |
Romance, memory, soft drama, horror atmosphere |
| Extreme Macro |
Hyper close-up detail |
Product texture, food, insects, fine detail |
| 70s Cinema Prime |
Warm, slightly soft vintage character |
Period pieces, nostalgia, retro |
| Warm Cinema Prime |
Golden warmth, skin-flattering |
Portraits, drama, lifestyle |
| Swirl Bokeh Portrait |
Swirling background blur |
Artistic portrait, fashion editorial |
| Vintage Prime |
Classic rendering, subtle distortion |
Retro, lo-fi, character, horror |
| Classic Anamorphic |
Strong flare, wide horizontal bokeh |
Prestige, blockbuster, fashion |
| Clinical Sharp Prime |
No aberration, maximum resolution |
Commercial, technical, product, documentary |
Focal Length Reference
8mm · 14mm · 35mm · 50mm
- 8mm — Ultra-wide, immersive distortion. Action POV, environment, disorientation
- 14mm — Wide, environmental, scale. Establishing shots, landscape, architecture
- 35mm — Natural human field of view. Documentary, street, two-shots, candid
- 50mm — Classic portrait compression. Character close-ups, product, single subject
Aperture Reference
- f/1.4 — Shallow depth of field. Subject sharp, background creamy bokeh. Intimacy, focus, emotion
- f/4 — Balanced. Subject sharp, background slightly soft. Most versatile, natural look
- f/11 — Deep depth of field. Everything sharp front to back. Product, landscape, architecture
Director Panel — 18 Camera Movements
⚠ Use ONLY these exact movement names in Cinema Studio output. General cinematic terms like "Crane Down", "Whip Pan", "FPV Drone", "Crash Zoom" etc. (from vocab.md) are valid for standard video generation and image prompts outside Cinema Studio, but they are NOT Director Panel options. Inside Cinema Studio, map to the closest equivalent (e.g., Crane Down → Jib Down, Crane Up → Jib Up).
All movements available in Cinema Studio's Director Panel:
| Movement |
Description |
Best for |
| Static |
Locked off, no movement |
Dialogue, tension, composition |
| Handheld |
Organic shake, documentary feel |
Urgency, realism, action |
| Zoom Out |
Focal length pulls back |
Revelation, isolation |
| Zoom In |
Focal length pushes in |
Intensity, focus on subject |
| Camera Follows |
Tracks subject movement |
Chase, pursuit, accompaniment |
| Pan Left |
Horizontal sweep left |
Reveal, environment scan |
| Pan Right |
Horizontal sweep right |
Reveal, environment scan |
| Tilt Up |
Vertical sweep up |
Scale, aspiration, reveal |
| Tilt Down |
Vertical sweep down |
Weight, consequence, ground |
| Orbit Around |
360° around subject |
Isolation, drama, examination |
| Dolly In |
Physical push toward subject |
Emotional intimacy |
| Dolly Out |
Physical pull from subject |
Distance, context reveal |
| Jib Up |
Camera rises on arm |
Scale, context, god's eye |
| Jib Down |
Camera descends on arm |
Grounding, arrival |
| Drone Shot |
Aerial movement |
Landscape, scale, geography |
| Dolly Left |
Lateral push left |
Parallel tracking, reveal |
| Dolly Right |
Lateral push right |
Parallel tracking, reveal |
| 360 Roll |
Camera rolls on axis |
Disorientation, stylized |
| Auto |
Model selects best movement |
When unsure |
Speed Ramp
Controls temporal feel of the shot. Set per-scene in Cinema Studio.
⚠ Speed Ramp options differ between versions. Use ONLY the table for the version the user specified. Never output a 2.5 ramp name in 3.0 output or vice versa.
Cinema Studio 2.5 Speed Ramps (6 modes)
| Mode |
Effect |
Best for |
| Linear |
Consistent speed throughout |
Standard, natural |
| Slow Mo |
Reduced playback speed |
Impact moments, emotion |
| Speed Up |
Accelerated playback |
Montage, energy, passage of time |
| Impact |
Fast → sudden slow at key moment |
Action, hits, reveals |
| Auto |
Model selects based on content |
When unsure |
| Custom |
Draw your own speed curve |
Precise creative control |
Custom curve: Blue line with draggable nodes. Pull up = slow down, pull down = speed up.
Left = beginning of clip, right = end.
2.5-only values — NEVER use in 3.0 output: Linear, Slow Mo, Speed Up, Impact, Custom
Cinema Studio 3.0 Speed Ramps (7 modes)
| Mode |
Effect |
Best for |
| Auto |
Model selects based on content |
When unsure |
| Slow-mo |
Reduced playback speed |
Impact moments, emotion |
| Ramp Up |
Gradual acceleration |
Building energy, montage |
| Flash In |
Fast start → ease to normal |
Dramatic entrances, openings |
| Flash Out |
Normal → sudden snap acceleration |
Launches, exits, explosive action |
| Bullet Time |
Ultra-slow at key moment, normal around it |
Action hits, reveals, hero beats |
| Hero Moment |
Slow build → dramatic pause → release |
Character reveals, power moves |
3.0-only values — NEVER use in 2.5 output: Ramp Up, Flash In, Flash Out, Bullet Time, Hero Moment
Genre Selection
⚠ Genre lists differ between versions. Use ONLY the genres for the version the user specified.
Cinema Studio 2.5 Genres (8)
General · Action · Horror · Comedy · Western · Suspense · Intimate · Spectacle
Genre affects lighting defaults, color grading baseline, and motion style suggestions.
You can always override with explicit prompt language — genre is a starting point.
| Genre |
Lighting default |
Color tendency |
Motion style |
| General |
Neutral |
Balanced |
Varies |
| Action |
Hard, high contrast |
Desaturated, cool |
Dynamic |
| Horror |
Low key, harsh shadows |
Desaturated, teal/green tint |
Slow or sudden |
| Comedy |
Bright, even |
Warm, saturated |
Light, energetic |
| Western |
Golden hour / dusty |
Warm amber |
Steady, wide |
| Suspense |
Low key, motivated |
Cold, muted |
Slow build |
| Intimate |
Soft, warm |
Warm, skin-flattering |
Gentle |
| Spectacle |
Dramatic, high contrast |
Bold, saturated |
Epic, sweeping |
2.5-only genres — NEVER use in 3.0 output: Western, Suspense, Intimate, Spectacle
Cinema Studio 3.0 Genres (7)
General · Action · Horror · Comedy · Noir · Drama · Epic
3.0-only genres — NEVER use in 2.5 output: Noir, Drama, Epic
Shot Modes
Single Shot
Standard generation — one prompt, one clip. Same as regular Higgsfield but with the
optical stack and Director Panel applied.
Multi-Shot Auto
Describe the full sequence in one prompt. Cinema Studio breaks it into shots automatically.
Good for: rough sequences, exploration, when you don't need per-shot control.
Example: "A woman walks into a bar, sits down, orders a drink. Bartender slides it over.
She takes a sip and stares at her reflection in the mirror behind the bottles."
→ Cinema Studio Auto generates: Establishing shot / Walk to seat / Order / Drink delivery / Reflection closeup
Multi-Shot Manual
Full per-scene control. Up to 6 scenes, each with its own:
- Prompt
- Camera movement (Director Panel)
- Speed Ramp
- Duration
⚠ 12-Second Total Runtime Cap: The combined duration of all scenes in a Multi-Shot
sequence cannot exceed 12 seconds total. Plan your per-scene durations to stay within
this limit (e.g., 6 scenes × 2s each, or 4 scenes × 3s, or 3 scenes × 4s).
Cost transparency: Multi-Shot Manual with 4 variations = 24 generations total (6 scenes × 4 variations). Plan credits accordingly.
Multi-Shot Manual workflow:
- Scene 1: Establishing shot — wide, sets location
- Scene 2: Character introduction — medium, shows protagonist
- Scene 3: Action beat — closer, movement
- Scene 4: Reaction — close-up, emotion
- Scene 5: Consequence / turn — medium or wide
- Scene 6: Resolution / button — varies
Morph-Cut and Smooth-Cut breathing room — 2-second still moments. Editors
land morph cuts and smooth cuts (transition styles in DaVinci Resolve, Premiere,
and similar editors that hide the cut by morphing similar frames) on stillness,
not on motion. If every shot starts and ends mid-action, every cut between them
has to happen mid-action too — and the model renders mid-action transitions
poorly. Build cut-friendly material by prompting an explicit 2-second
still-or-near-still moment at the start AND end of every shot. Examples
of buildable stillness: a held look, a settled pose, a held pause before motion
begins, a held breath after motion stops. The middle of the shot can be as
kinetic as the script demands; the boundaries earn the cuts. This rule is
adapted from the Mr. Core methodology and pairs with editor-side workflow in
../higgsfield-pipeline/SKILL.md § Stage 8 — Assembly.
Reference Anchor System
The Reference Anchor locks character geometry (facial structure, proportions, costume silhouette)
across all shots in a sequence — preventing the character drift that happens in standard generation.
Setup:
- Upload a clear, well-lit reference photo of your character
- Cinema Studio generates an anchor from it
- Every subsequent shot in the project references this anchor
- Combine with Soul ID for full face + geometry lock
Best practices:
- Use a front-facing, neutral expression photo for the anchor
- Avoid glasses, hats, or accessories in the anchor image if they won't always be present
- One Reference Anchor per character — add multiple if you have a cast
- The anchor persists across the whole Cinema Studio project
Location Reference Sheets
Locations deserve the same asset-first treatment as characters. If a room, alley,
vehicle interior, or exterior reappears across multiple shots, generate it once as
a standalone asset and reuse it — don't re-describe it inside each scene prompt.
Scene-by-scene re-description is the root cause of the "every shot reinterprets
the environment" failure: walls drift, furniture rearranges, scale shifts, and the
world stops feeling like a single place.
Plant visual anchors before you shoot the space
[FIELD — Higgsfield Studio, ADILIADA breakdown, 2026-08-14] A location sheet stops the
room being reinvented; it does not by itself stop people moving around inside it.
The cheap addition is to deliberately plant a few fixed, distinctive objects and then stage
against them: the chair a character sits in, the window two of them talk by, the beaded
curtain a body goes through. They give the model something nameable to hold position
against across generations, and they give you something to write blocking against — "at
the window, screen-left" is checkable in a way that "on the left side of the room" is
not.
Choose anchors that are distinctive and immovable. A second matching chair is not an
anchor, it is an ambiguity.
Tune the plates against each other before generating anything. Locations that will cut
together get their colour, light and saturation matched at the asset stage, so the scenes
already agree in character once shots start landing — otherwise every generation inherits a
slightly different world and the mismatch surfaces only in the edit, where it is
../higgsfield-pipeline/SKILL.md § The Edit's unification problem to solve at
colour-correction instead.
The Five-View Location Sheet
A location sheet captures the space from enough angles that the model has a
complete spatial model to draw from. Generate these five views as one asset set:
| View |
What it locks |
| Straight-on wide |
The overall scale, focal point, and horizon line |
| Left-angle perspective |
Side geometry, depth on the left |
| Right-angle perspective |
Side geometry, depth on the right |
| Reverse / opposite view |
What's behind the camera in the wide — finishes the 360° footprint |
| Close-up environmental details |
Texture, wear, signage, small props that anchor identity |
Use Grid Generation (2×2 or 4×4) or 3D Mode on a hero wide to produce the alt
angles from a single seed — this keeps the light and material identity consistent
across views, which is the whole point.
What to Preserve on Reuse
When you bring the location back for a new shot, lock these four properties:
architecture (walls, openings, scale), light quality (source direction, color
temperature, hardness), color treatment (palette, grade), and key environmental
details (signage, damage, specific props that make this place THIS place). Keep
these out of the scene prompt — they live in the location asset. The scene prompt
should describe only what changes: character action, camera behavior, atmospheric
motion, time-of-day shift if any.
Failure Mode This Prevents
Without a location sheet, a six-scene sequence set in "a rain-soaked alley" will
render six different alleys. Each scene prompt re-interprets "rain-soaked alley"
from scratch. With a location sheet tagged as an @ Element or loaded as a
reference, all six scenes share one alley — the puddles are in the same places,
the neon sign says the same thing, the brick wall has the same pattern.
For the camera vocabulary that pairs with location reveals (Pan, Crane, Dolly Reveal),
see ../../vocab.md.
Reference Sheet Types — Beyond Characters and Locations
Reference sheets aren't only for faces and rooms. The underlying principle is
narrower than "character or location" — a reference sheet is any asset built
once to lock a specific property of the production. Each sheet type fixes a
different axis of the work: identity, architecture, motion behavior, wardrobe,
palette, or product. If a property has to read consistently across multiple
shots, give it its own sheet. If it only matters for one shot, write it inline
and move on.
When a sheet pays for itself: if a property will appear in three or more
shots, the sheet is cheaper than re-describing it every time and dramatically
more consistent than relying on prompt text alone. Single-shot details — a
one-time prop, a background extra, a one-off lighting cue — don't earn a sheet.
The character sheet (see ../higgsfield-soul/SKILL.md → Character Sheet
Creation) and the Location Reference Sheet above already cover identity and
architecture. The three sheet types below extend the same pattern to the rest
of the production:
Motion / Camera Sheet
A short reference clip — 3–10 seconds is plenty — that captures a camera path
or motion rhythm you want repeated across multiple shots. The sheet locks the
movement signature, not the content of any single shot. Treat it as a
project-wide style anchor pulled into a generation as an @Video reference, the
way a DP would carry a "look" across an entire film.
Use cases: a music video where the same dolly-in arc punctuates every chorus;
a fight sequence where a signature whip-pan recurs at every climax beat; a
brand piece where every product shot starts on the same slow orbit. Distinct
from a Kling 3.0 Motion Control reference clip — that drives a single
generation's motion transfer. The Motion / Camera Sheet is reusable across the
whole project.
Outfit / Material Sheet
Dedicated wardrobe reference. Locks fabric texture, color values, garment fit,
fastenings, and how the material moves and folds. Generate it once with even
lighting and multiple angles, then reuse it any time the costume needs to read
identically across cuts.
Use cases: a hero costume that appears across 12 scenes; a specific jacket that
must look the same in close-up and wide shot; a uniform that recurs across an
ensemble cast. The outfit sheet is not the same as a character sheet — the
character sheet locks identity (face, build, hair, distinguishing marks), while
the outfit sheet locks what the character is wearing AND how that wardrobe
behaves in motion. Build both when you have a hero costume on a hero character.
The piano test — wardrobe complexity has a generation cost. Every detail of
wardrobe complexity — buttons, ties, jewelry, scarves, layered garments,
intricate prints, fastening hardware — costs the model rendering budget. The
piano test (adapted from the Mr. Core methodology) is the rule: if a wardrobe
element is as visually demanding for the model to render as a piano in the
frame, the model will spend its budget rendering that element instead of the
action. Strip the wardrobe to the simplest silhouette that still reads as the
character. A trench coat reads as a trench coat without the buttons rendering
correctly. A uniform reads as a uniform without the rank insignia drifting
across frames. Design the costume's signature — the silhouette and one
identifying feature — and let the rest go simple. Hero costumes that must
render under close-up scrutiny earn their complexity; background costumes do
not.
Palette / Mood Sheet
A color and tonal anchor for the project. Lock the visual mood across an entire
sequence: shadow density, key/fill ratio, saturation level, signature accent
colors, grade direction. Use a single curated still or a small grid of grade
references — the goal is to give every subsequent generation a consistent
palette to reach for.
Use cases: a noir piece where every scene shares the same shadow density and
warm-amber-on-cool-blue grade; a cyberpunk sequ
…(truncated)
1---2name: higgsfield-cinema3description: Guides users through professional filmmaking workflows in Higgsfield Cinema Studio, including creating multi-shot sequences, configuring optical stacks, applying color grading, managing Soul Cast AI actors, and structuring per-scene prompts with Director Panel camera movements. Use when the user mentions Cinema Studio, Cinema Studio 2.5, Cinema Studio 3.0, Soul Cast, color grading, multi-shot video, shot sequences, storyboard workflow, Hero Frame, optical stack, keyframe interpolation, Elements system (@Characters/@Locations/@Props), Speed Ramp, Director Panel, Higgsfield Popcorn, Single Shot / Multi-Shot Auto / Multi-Shot Manual modes, Reference Anchor, Smart shot control, or any professional filmmaking workflow inside Higgsfield.4---56# Higgsfield Cinema Studio 2.578## QUICK FACTS9*Generated-checked block (scripts/build_index.py verifies anchors). Read the linked sections for full context — these lines are routing aids, not the rules themselves.*10- Three Cinema Studio versions coexist (2.5 / 3.0 / 3.5) — user-selected, no auto-routing; always detect the version first [→](#version-detection-ask-first)11- Hard 512-character prompt cap; 2.5 @ Element chips eat ~80–100 hidden chars each [→](#prompt-character-limit-512-characters)12- Elements System: define @Characters/@Locations/@Props once, call everywhere [→](#elements-system-define-once-call-everywhere)13- 3.5 main UI = three pills (Genre / Style / Camera), each Auto by default — override only with a creative reason [→](#the-three-pill-main-surface)14- 7 confirmed 3.5 genres: General · Action · Horror · Comedy · Noir · Drama · Epic — never invent genre names [→](#cinema-studio-35-genres)15- Style presets: 8 Color Palettes · 6 Lighting · 9 Camera Moveset Styles, or free-form Manual Style [→](#style-settings-three-operating-modes)16- Camera axes: 3 bodies · 5 lenses · focal 8/14/35/50/75mm · aperture f/1.4–f/4–f/11; two camera vocabularies coexist — vocabulary follows the selected model [→](#camera-settings-four-axis-panel)17- Output enums: 7 aspect ratios incl. 21:9 · 480p/720p/1080p · duration 4–15s · Sound On/Off [→](#cinema-studio-35-output-controls)18- Lead every delivered shot with the one-line settings strip (UI presets ≠ prompt text; never restate strip values in the body) [→](#per-shot-settings-strip)19- The UI shot counter caps internal cuts — "strictly N shots" must keep N within it (observed cap 4; API exposes no max — UI behavior, verify live) [→](#per-shot-settings-strip)20- Manual Style = saved ≤2,000-char block of project LAWS (grade, lighting law, texture, performance register); it replaces the preset axes [→](#manual-style-authoring-guide)21- 480p drafts validate the prompt, NOT the take — no seed param; transfer a look via Hero Frame + start/end-frame pinning [→](#drafts-validate-the-prompt-not-the-take)22- Resolution matrix has two axes: shot physics × delivery context; 4K-finish pipelines master at model max res in std mode [→](#physics-rendering-resolution-decision-matrix)23- Seedance fast mode cannot output 1080p — drafting in fast then "switching up" silently changes mode AND res [→](#physics-rendering-resolution-decision-matrix)242526Cinema Studio is Higgsfield's professional filmmaking environment — a full production27workflow for multi-shot, character-consistent cinematic content. It's fundamentally28different from single-clip generation: you're building sequences, not individual videos.2930---3132## Cinema Studio vs Standard Generation3334| | Standard Generation | Cinema Studio 2.5 | Cinema Studio 3.0 (Business/Team Plan) | Cinema Studio 3.5 |35|--|--------------------|--------------------|----------------------------------------|--------------------|36| Output | Single clip | Multi-shot sequence | Multi-shot sequence | Multi-shot sequence |37| Character consistency | Manual / Soul ID only | Reference Anchor system | @ reference system (up to 9 images) | @ reference system (extends 3.0) |38| AI actor generation | Not available | Soul Cast — generate actors from parameters (no photos) | Soul Cast — General (2K) / Character (4K) / Location (4K) modes, 0.125 credits | Same Soul Cast surface — see 3.0 |39| Camera control | Named presets | Director Panel (18 movements) | Director Panel + Smart (auto camera planning) | Camera Settings 4-axis panel (Camera Body / Lens / Focal Length / Aperture) — see Cinema Studio 3.5 section |40| Optical physics | Not available | Full camera body + lens stack | Not available | Available — restored via Camera Settings panel (different vocabulary from 2.5 — see Cinema Studio 3.5 section) |41| Color grading | Not available | Built-in suite (temp, contrast, grain, bloom, etc.) | Not available | Available — Color Palette axis in Style Settings panel (8 named palettes) |42| Shot structure | One prompt = one clip | Up to 6 scenes, 12s total max, per-scene config | Smart (auto) + Custom multi-shot (up to 6 scenes, 15s) | Multi-shot supported — Duration 4s–15s |43| 3D exploration | Not available | Gaussian splatting — move inside any generated image | Not available | Same as 3.0 (not available) |44| Batch generation | Not available | Grid generation — up to 16 variations per credit | Not available | Configurable Batch Size (exploration multiplier) |45| Storyboard | Not available | Higgsfield Popcorn integration | Not available | Same as 3.0 |46| Speed control | Not available | Speed Ramp (6 modes) | Speed Ramp (7 modes + Bullet Time, Hero Moment) | Not separately tested in this release — see UI for 3.5-specific surface |47| Genre | Style descriptions | 8 named genres | 7 genres (General, Action, Horror, Comedy, Noir, Drama, Epic) | Manual catalog (General, Action, Horror, Comedy, Noir, Drama, Epic + others surfaced in UI) |48| Audio | Model-dependent | On/Off | On/Off (native dual-channel stereo) | On/Off (generated alongside video) |49| Video resolution | Model-dependent | Up to 1080p | Up to 720p (may increase) | 480p / 720p / 1080p (three-tier) |50| Image resolution | Model-dependent | Up to 4K | Up to 4K (Character/Location) · Up to 2K (General) | Not separately tested in this release |51| Max video duration | Model-dependent | 12s | 15s | 15s |52| Aspect ratios | Model-dependent | 6 options | 7 options (+ 21:9 ultrawide) | 7 options (Auto, 16:9, 9:16, 4:3, 3:4, 1:1, 21:9) |53| Plan requirement | All plans | All plans | **Business/Team plan only** | Plan availability not separately verified in this release — see Higgsfield plan documentation |5455**Use Cinema Studio when:**56- You need 2+ shots that must feel like the same film57- Character geometry must be locked across cuts58- You want professional optical physics (lens flare, depth of field, sensor grain) — 2.5 only59- You're building a short film, branded content, or any sequence longer than one clip6061**Stick with standard generation when:**62- Single clip is sufficient63- Speed matters more than consistency64- Exploring ideas before committing to a full sequence6566---6768## ⚠ Version Detection — Ask First6970**Before generating any Cinema Studio output, always ask the user:**7172> Are you working in **Cinema Studio 2.5** or **Cinema Studio 3.0**?7374If the user has already stated their version (e.g., "I'm using 3.0" or "Cinema Studio 3.0"), remember it and don't ask again. But never assume — 2.5 and 3.0 have fundamentally different feature sets.7576**Why this matters:**77- 2.5 has optical physics (camera body + lens stack), color grading, 3D Mode, grid generation78- 3.0 has **none of those** — outputting them wastes the user's time and causes confusion79- 3.0 has features 2.5 doesn't: native audio, Smart shot control, 21:9 ultrawide, 15s duration80- Speed Ramp options differ between versions81- Genre lists differ between versions8283**Once the version is known, use ONLY that version's output format and feature set.** Never mix features from one version into output for the other.8485---8687## The 10-Step Cinema Studio 2.5 Workflow8889Cinema Studio 2.5 extends the pipeline in both directions: **pre-production** (Soul Cast +90location prompt) before generation, and **post-production** (color grading) after.9192```93 1. SCRIPT → Write or paste your scene description / shot list94 2. SOUL CAST → (New in 2.5) Generate AI actors from parameters or use saved Elements95 3. REFERENCE → Upload character photo → create Reference Anchor (or use Soul Cast actor)96 4. ELEMENTS → (Optional) Define @Characters, @Locations, @Props if needed97 5. OPTICAL STACK → Select camera body + lens + focal length + aperture (image mode)98 6. HERO FRAME → Generate a key image that defines the visual tone99 7. COLOR GRADE → (New in 2.5) Apply color grading to keyframes before video generation100 8. CAMERA CONFIG → Set Director Panel movement + Speed Ramp + Duration in UI101 9. SHOT MODE → Choose Single Shot / Multi-Shot Auto / Multi-Shot Manual10210. GENERATE → EXPORT → Chain into timeline or export to editing103```104105---106107## Elements System — Define Once, Call Everywhere108109Elements are Cinema Studio's reusable asset library. Create a Character, Location, or Prop110once and reference it with `@` in any subsequent prompt.111112**Three element types:**113114| Type | What it stores | Call with |115|------|---------------|-----------|116| Character | Person, appearance, costume | `@CharacterName` |117| Location | Environment, setting, atmosphere | `@LocationName` |118| Prop | Object, vehicle, specific item | `@PropName` |119120**Creation workflow:**1211. Open Elements panel → New Element → choose type1222. Upload reference image(s)1233. Name the element (this becomes the `@` tag)1244. Add description (appearance details, key features)1255. Save → now available across all shots in this project126127**Per-Character Emotion:** In Multi-Shot mode, each character can have an **emotion setting128per scene**. The available emotions are:129130| Emotion | Effect |131|---------|--------|132| Joy | Smiling, warm expression, positive energy |133| Fear | Wide eyes, tense posture, defensive body language |134| Surprise | Raised brows, open mouth, alert stance |135| Sadness | Downcast eyes, slumped posture, muted energy |136137Set emotion per character per scene in the UI — this keeps expression changes out of the138prompt field and lets the model handle the subtlety of facial animation.139140**@ tag rule — use exactly what the user provides, nothing more**141Only use @ tags for Elements the user has explicitly given you in this conversation.142If they give you `@Marcus` but no location or prop tags, write the location and props143as plain description. Never invent or assume @ tags for anything the user hasn't named.144Each @ tag the user gives you = they have that Element set up. Silence = they don't.145146**No Elements provided — write everything as description:**147```148A woman with dark hair and a red coat walks through a narrow downtown alley at night.149She carries a worn leather briefcase. She stops under a streetlight, turns to camera.150```151152**User provides @Sarah only — use it, describe the rest:**153```154@Sarah walks through a narrow downtown alley at night.155She carries a worn leather briefcase. She stops under a streetlight, turns to camera.156```157158**User provides @Sarah, @DowntownAlley, @LeatherBriefcase — use all three:**159```160@Sarah walks through @DowntownAlley, carrying @LeatherBriefcase.161She stops under a streetlight, turns to camera.162```163164**Key rule:** Match exactly what the user gives you. No more, no less.165Tags they give you = Element exists. Anything else = write it as description.166167### Element Library Surface — Source Tabs and Categories168169The `@` symbol opens a unified asset picker. The picker is organized as a two-dimensional structure: source tabs across the top (where the asset comes from), and element categories within the Elements tab (how project assets are grouped).170171**Source tabs (5):**172173| Tab | What's in it |174|-----|--------------|175| **Uploads** | Assets the user brings in directly — original photos, plates, prop shots |176| **Image Generations** | Prior generated stills available for reference (useful for self-referencing continuity across shots — pull a specific look or pose that emerged from a previous generation back into a new one) |177| **Video Generations** | Prior generated clips available for reference (useful for camera-memory or motion reference — feed a previous clip's framing or movement back into a new generation) |178| **Elements** | Curated/saved assets in the project library — the primary continuity surface |179| **Liked** | Favorited assets across the picker — fast recall for go-to references |180181**Element categories within the Elements tab (6):**182183| Category | What it groups |184|----------|----------------|185| **All** | Everything in the project |186| **Pinned** | Surfaced for quick access in this project — the user's working set for the current sequence |187| **Shared** | Accessible across collaborators or contexts (exact sharing scope is platform-managed) |188| **Characters** | Identity references — people, faces, performers |189| **Locations** | Environment references — rooms, exteriors, settings |190| **Props** | Object references — vehicles, items, set pieces |191192Build the element library before generation. For a project with recurring characters, locations, or props — a short film, a series of branded videos, a multi-shot sequence — establish each recurring asset as an Element first, then reference it via `@` in every shot. This is the platform-native implementation of the Reference-Based Prompt Mode discipline already documented elsewhere: references with assigned roles, not references as inspiration. See `../higgsfield-seedance/SKILL.md` for the Reference-Based Prompt Mode discipline, and the existing "@ tag rule — use exactly what the user provides" guidance earlier in this section for how to use `@` tags inside the prompt itself.193194**Cross-shot continuity tip.** For continuation work, the **Image Generations** and **Video Generations** source tabs let you reference prior outputs from the same project — useful when a Character Element doesn't capture a specific look or pose that emerged from a particular generation. Pull the exact frame back in via the Generations tab rather than re-prompting from scratch.195196---197198## Soul Cast — AI Actor Generation199200Soul Cast is Cinema Studio 2.5's character generation system — create AI actors from201parameters instead of uploading photos. This is fundamentally different from Soul ID.202203### Soul Cast vs Soul ID204205| | Soul Cast | Soul ID |206|--|-----------|---------|207| Input | Parameter selection | 20+ photos of real person |208| Purpose | Generate AI actors from scratch | Maintain consistency of a known face |209| Photo required | No | Yes |210| Powered by | Nano Banana 2 | — |211212### Soul Cast Parameter Categories (8 total)213214| # | Category | Options |215|---|----------|---------|216| 1 | **Genre** | Action, Adventure, Comedy, Drama, Thriller, Horror, Detective, Romance, Sci-Fi, Fantasy, War, Western, Historical, Sitcom (14 options) |217| 2 | **Budget** | Production budget slider (in millions) — higher = refined blockbuster look, lower = raw/gritty |218| 3 | **Era** | Decade selection starting from 1900s — grounds character in correct time period |219| 4 | **Archetype** | Innocent, Everyman, Hero, Caregiver, Explorer, Rebel, Lover, Creator, Jester, Sage, Magician, Ruler (12 options) |220| 5 | **Identity** | Gender, race, age |221| 6 | **Physical Appearance** | Height, eye color, hair, facial hair, etc. |222| 7 | **Details** | Scars, tattoos, freckles, other imperfections |223| 8 | **Outfit** | Casual, Formal, High Fashion, Military, Sporty, Workwear, Vintage (7 styles) |224225### Key Features226227- Add up to **3 Soul Cast characters per keyframe** — choose from saved Elements or generate on the spot228- **"Save to elements"** button to reuse a specific Soul Cast actor across projects229- Every actor auto-generates a **backstory + character sheet** (personality traits, motivation, fear, flaw, strength)230- Designed to eliminate the "plastic/waxy" AI look — excels at **skin textures and emotions**231- Powered by the **Nano Banana 2** model under the hood232233### Soul Cast Workflow234235```2361. Open Cinema Studio → Navigate to Soul Cast panel2372. Set Genre + Era + Budget to establish the visual world2383. Select Archetype + Identity + Physical Appearance2394. Add Details (imperfections) + Outfit2405. Generate → Review backstory + character sheet2416. Save to Elements → Now available as @CharacterName across all shots2427. Repeat for additional characters (up to 3 per keyframe)243```244245---246247## Built-in Color Grading Suite248249Cinema Studio 2.5 adds a post-production color grading suite applied to keyframes250**before** video generation — enabling unified visual cohesion across all clips.251252### Controls253254| Control | Effect |255|---------|--------|256| Color temperature | Warm ↔ cool shift |257| Contrast | Shadow/highlight separation |258| Saturation | Color intensity |259| Sharpness + effects | Detail enhancement |260| Highlights | Bright area control |261| Film grain | Analog texture overlay |262| Exposure | Overall brightness |263| Bloom | Highlight glow/diffusion |264265### Workflow2662671. Generate your keyframe image (Hero Frame or grid selection)2682. Click the keyframe → **"Colorgrade"** button2693. Adjust settings to taste2704. Apply — grade is baked into the keyframe before video generation2715. Repeat for each keyframe to maintain visual cohesion across the sequence272273**Tip:** Grade your Hero Frame first, then match subsequent keyframes to it.274This is the post-production equivalent of a DIT (Digital Imaging Technician) on set.275276---277278## Optical Physics Engine279280Cinema Studio's Image Mode gives you a full camera body + lens stack. These are the281**exact names from the UI** (previous versions had wrong names — these are corrected).282283**Claude's job when building a Cinema Studio image prompt:** Always recommend a specific284optical stack — body + lens + focal length + aperture — with a one-line reason why.285Never leave the optical stack blank or say "choose based on preference." Make a call.286287---288289### Optical Stack Recommendations by Intent290291Use the user's creative intent to select the stack. The most important signal is292**what the image needs to feel like** — not just the genre.293294#### Portrait / Character Focus295296| Feel | Body | Lens | Focal | Aperture | Why |297|------|------|------|-------|----------|-----|298| Warm, intimate, skin-flattering | Full-Frame Cine Digital | Warm Cinema Prime | 50mm | f/1.4 | Flattest most natural face rendering, creamy background separation |299| Artistic / swirling bokeh | Full-Frame Cine Digital | Swirl Bokeh Portrait | 50mm | f/1.4 | Distinctive background treatment isolates subject dramatically |300| Prestige / awards-film quality | Grand Format 70mm Film | Classic Anamorphic | 50mm | f/1.4 | Rich grain + horizontal bokeh = immediate cinematic credibility |301| Fashion / editorial sharp | Premium Large Format Digital | Clinical Sharp Prime | 50mm | f/4 | Maximum face detail, clinical modern look |302| Nostalgic / vintage character | Classic 16mm Film | 70s Cinema Prime | 50mm | f/1.4 | Grain + warmth + soft rendering = timeless feel |303304#### Scene / Environment / Establishing305306| Feel | Body | Lens | Focal | Aperture | Why |307|------|------|------|-------|----------|-----|308| Cinematic wide establishing | Studio Digital S35 | Compact Anamorphic | 14mm | f/4 | Industry-standard look, oval bokeh on background elements |309| Epic / spectacle | Grand Format 70mm Film | Classic Anamorphic | 14mm | f/4 | Scale + grain + strong lens character = instant epic quality |310| Documentary / real | Modular 8K Digital | Clinical Sharp Prime | 35mm | f/4 | Clean, high-DR, no optical character — feels captured not staged |311| Moody / atmospheric | Classic 16mm Film | Halation Diffusion | 35mm | f/4 | Grain + highlight glow creates organic atmosphere |312| Nature / landscape | Modular 8K Digital | Clinical Sharp Prime | 14mm | f/11 | Maximum depth, maximum detail, everything sharp |313314#### Emotion / Tone-Driven315316| Feel | Body | Lens | Focal | Aperture | Why |317|------|------|------|-------|----------|-----|318| Romance / dreamlike | Full-Frame Cine Digital | Halation Diffusion | 50mm | f/1.4 | Highlight glow + shallow focus = soft emotional warmth |319| Tension / suspense | Studio Digital S35 | Compact Anamorphic | 35mm | f/4 | Neutral but cinematic — lets the subject and lighting carry the mood |320| Dread / horror | Classic 16mm Film | Vintage Prime | 35mm | f/4 | Distortion + grain + flat rendering = unsettling realism |321| Energy / action | Studio Digital S35 | Compact Anamorphic | 35mm | f/4 | S35 + anamorphic = kinetic, industry-standard action feel |322| Melancholy / memory | Classic 16mm Film | Halation Diffusion | 50mm | f/1.4 | Softness + grain reads immediately as memory or longing |323| Surreal / abstract | Full-Frame Cine Digital | Creative Tilt Lens | 14mm | f/1.4 | Selective focus plane makes real scenes feel dreamlike or miniature |324325#### Commercial / Functional326327| Feel | Body | Lens | Focal | Aperture | Why |328|------|------|------|-------|----------|-----|329| Product / packshot | Premium Large Format Digital | Clinical Sharp Prime | 50mm | f/11 | Everything sharp, no optical distraction from the product |330| Product with lifestyle feel | Full-Frame Cine Digital | Warm Cinema Prime | 50mm | f/4 | Warm, flattering, some background separation — not clinical |331| Food / texture detail | Premium Large Format Digital | Extreme Macro | 50mm | f/4 | Maximum detail rendering for close-up texture work |332| Architecture / interior | Modular 8K Digital | Clinical Sharp Prime | 14mm | f/11 | Wide + sharp = every detail of the space visible |333| Fashion editorial | Premium Large Format Digital | Classic Anamorphic | 50mm | f/1.4 | High-end magazine look — sharp subject, cinematic background |334335---336337### How Claude Should Deliver the Output338339Cinema Studio has two separate inputs:340- **UI dropdowns** — Camera body, Lens, Focal length, Aperture, Genre, Director Panel, Speed Ramp341- **Prompt field** — Scene description only. No camera/lens/aperture text goes here.342343Claude must always output these as two clearly separated blocks:344345**Block 1 — UI Settings (select these in Higgsfield before pasting the prompt)**346```347Camera: Full-Frame Cine Digital348Lens: Warm Cinema Prime349Focal: 50mm350Aperture: f/1.4351Genre: Intimate352↳ Why: Flattest, most natural face rendering. Creamy background separation353 keeps all attention on the character without any lens distortion.354```355356**Block 2 — Prompt (paste this into the Cinema Studio prompt field)**357```358[Scene description only — no camera, lens, aperture, or genre language here]359```360361**Rule:** Never put camera body names, lens names, focal lengths, apertures, or genre362names inside the prompt text. They live in the UI, not the prompt field.363364---365366### Camera Body Reference367368| Body | Character | Best for |369|------|-----------|----------|370| Premium Large Format Digital | Ultra-sharp, clinical modern | Commercial, fashion, product |371| Classic 16mm Film | Grain, texture, organic warmth | Drama, indie, period, horror |372| Modular 8K Digital | High dynamic range, clean | Nature, documentary, landscape, architecture |373| Full-Frame Cine Digital | Cinematic standard, versatile | Narrative, character, romance, drama |374| Studio Digital S35 | Super 35, industry standard | Action, thriller, genre, suspense |375| Grand Format 70mm Film | Epic scale, rich grain | Spectacle, prestige cinema, blockbuster |376377### Lens Reference378379| Lens | Effect | Best for |380|------|--------|----------|381| Creative Tilt Lens | Selective focus plane, miniature effect | Surreal, abstract, stylized |382| Compact Anamorphic | Oval bokeh, subtle flare | Cinematic standard, action, thriller |383| Halation Diffusion | Glow around highlights, dreamy | Romance, memory, soft drama, horror atmosphere |384| Extreme Macro | Hyper close-up detail | Product texture, food, insects, fine detail |385| 70s Cinema Prime | Warm, slightly soft vintage character | Period pieces, nostalgia, retro |386| Warm Cinema Prime | Golden warmth, skin-flattering | Portraits, drama, lifestyle |387| Swirl Bokeh Portrait | Swirling background blur | Artistic portrait, fashion editorial |388| Vintage Prime | Classic rendering, subtle distortion | Retro, lo-fi, character, horror |389| Classic Anamorphic | Strong flare, wide horizontal bokeh | Prestige, blockbuster, fashion |390| Clinical Sharp Prime | No aberration, maximum resolution | Commercial, technical, product, documentary |391392### Focal Length Reference393`8mm` · `14mm` · `35mm` · `50mm`394395- **8mm** — Ultra-wide, immersive distortion. Action POV, environment, disorientation396- **14mm** — Wide, environmental, scale. Establishing shots, landscape, architecture397- **35mm** — Natural human field of view. Documentary, street, two-shots, candid398- **50mm** — Classic portrait compression. Character close-ups, product, single subject399400### Aperture Reference401- **f/1.4** — Shallow depth of field. Subject sharp, background creamy bokeh. Intimacy, focus, emotion402- **f/4** — Balanced. Subject sharp, background slightly soft. Most versatile, natural look403- **f/11** — Deep depth of field. Everything sharp front to back. Product, landscape, architecture404405---406407## Director Panel — 18 Camera Movements408409**⚠ Use ONLY these exact movement names in Cinema Studio output.** General cinematic terms like "Crane Down", "Whip Pan", "FPV Drone", "Crash Zoom" etc. (from `vocab.md`) are valid for standard video generation and image prompts **outside** Cinema Studio, but they are NOT Director Panel options. Inside Cinema Studio, map to the closest equivalent (e.g., Crane Down → **Jib Down**, Crane Up → **Jib Up**).410411All movements available in Cinema Studio's Director Panel:412413| Movement | Description | Best for |414|----------|-------------|----------|415| Static | Locked off, no movement | Dialogue, tension, composition |416| Handheld | Organic shake, documentary feel | Urgency, realism, action |417| Zoom Out | Focal length pulls back | Revelation, isolation |418| Zoom In | Focal length pushes in | Intensity, focus on subject |419| Camera Follows | Tracks subject movement | Chase, pursuit, accompaniment |420| Pan Left | Horizontal sweep left | Reveal, environment scan |421| Pan Right | Horizontal sweep right | Reveal, environment scan |422| Tilt Up | Vertical sweep up | Scale, aspiration, reveal |423| Tilt Down | Vertical sweep down | Weight, consequence, ground |424| Orbit Around | 360° around subject | Isolation, drama, examination |425| Dolly In | Physical push toward subject | Emotional intimacy |426| Dolly Out | Physical pull from subject | Distance, context reveal |427| Jib Up | Camera rises on arm | Scale, context, god's eye |428| Jib Down | Camera descends on arm | Grounding, arrival |429| Drone Shot | Aerial movement | Landscape, scale, geography |430| Dolly Left | Lateral push left | Parallel tracking, reveal |431| Dolly Right | Lateral push right | Parallel tracking, reveal |432| 360 Roll | Camera rolls on axis | Disorientation, stylized |433| Auto | Model selects best movement | When unsure |434435---436437## Speed Ramp438439Controls temporal feel of the shot. Set per-scene in Cinema Studio.440441> **⚠ Speed Ramp options differ between versions. Use ONLY the table for the version the user specified. Never output a 2.5 ramp name in 3.0 output or vice versa.**442443### Cinema Studio 2.5 Speed Ramps (6 modes)444445| Mode | Effect | Best for |446|------|--------|----------|447| Linear | Consistent speed throughout | Standard, natural |448| Slow Mo | Reduced playback speed | Impact moments, emotion |449| Speed Up | Accelerated playback | Montage, energy, passage of time |450| Impact | Fast → sudden slow at key moment | Action, hits, reveals |451| Auto | Model selects based on content | When unsure |452| Custom | Draw your own speed curve | Precise creative control |453454**Custom curve:** Blue line with draggable nodes. Pull up = slow down, pull down = speed up.455Left = beginning of clip, right = end.456457**2.5-only values — NEVER use in 3.0 output:** Linear, Slow Mo, Speed Up, Impact, Custom458459### Cinema Studio 3.0 Speed Ramps (7 modes)460461| Mode | Effect | Best for |462|------|--------|----------|463| Auto | Model selects based on content | When unsure |464| Slow-mo | Reduced playback speed | Impact moments, emotion |465| Ramp Up | Gradual acceleration | Building energy, montage |466| Flash In | Fast start → ease to normal | Dramatic entrances, openings |467| Flash Out | Normal → sudden snap acceleration | Launches, exits, explosive action |468| Bullet Time | Ultra-slow at key moment, normal around it | Action hits, reveals, hero beats |469| Hero Moment | Slow build → dramatic pause → release | Character reveals, power moves |470471**3.0-only values — NEVER use in 2.5 output:** Ramp Up, Flash In, Flash Out, Bullet Time, Hero Moment472473---474475## Genre Selection476477> **⚠ Genre lists differ between versions. Use ONLY the genres for the version the user specified.**478479### Cinema Studio 2.5 Genres (8)480481`General` · `Action` · `Horror` · `Comedy` · `Western` · `Suspense` · `Intimate` · `Spectacle`482483Genre affects lighting defaults, color grading baseline, and motion style suggestions.484You can always override with explicit prompt language — genre is a starting point.485486| Genre | Lighting default | Color tendency | Motion style |487|-------|-----------------|----------------|--------------|488| General | Neutral | Balanced | Varies |489| Action | Hard, high contrast | Desaturated, cool | Dynamic |490| Horror | Low key, harsh shadows | Desaturated, teal/green tint | Slow or sudden |491| Comedy | Bright, even | Warm, saturated | Light, energetic |492| Western | Golden hour / dusty | Warm amber | Steady, wide |493| Suspense | Low key, motivated | Cold, muted | Slow build |494| Intimate | Soft, warm | Warm, skin-flattering | Gentle |495| Spectacle | Dramatic, high contrast | Bold, saturated | Epic, sweeping |496497**2.5-only genres — NEVER use in 3.0 output:** Western, Suspense, Intimate, Spectacle498499### Cinema Studio 3.0 Genres (7)500501`General` · `Action` · `Horror` · `Comedy` · `Noir` · `Drama` · `Epic`502503**3.0-only genres — NEVER use in 2.5 output:** Noir, Drama, Epic504505---506507## Shot Modes508509### Single Shot510Standard generation — one prompt, one clip. Same as regular Higgsfield but with the511optical stack and Director Panel applied.512513### Multi-Shot Auto514Describe the full sequence in one prompt. Cinema Studio breaks it into shots automatically.515Good for: rough sequences, exploration, when you don't need per-shot control.516517```518Example: "A woman walks into a bar, sits down, orders a drink. Bartender slides it over.519She takes a sip and stares at her reflection in the mirror behind the bottles."520→ Cinema Studio Auto generates: Establishing shot / Walk to seat / Order / Drink delivery / Reflection closeup521```522523### Multi-Shot Manual524Full per-scene control. Up to 6 scenes, each with its own:525- Prompt526- Camera movement (Director Panel)527- Speed Ramp528- Duration529530**⚠ 12-Second Total Runtime Cap:** The combined duration of all scenes in a Multi-Shot531sequence cannot exceed **12 seconds total**. Plan your per-scene durations to stay within532this limit (e.g., 6 scenes × 2s each, or 4 scenes × 3s, or 3 scenes × 4s).533534**Cost transparency:** Multi-Shot Manual with 4 variations = **24 generations total** (6 scenes × 4 variations). Plan credits accordingly.535536**Multi-Shot Manual workflow:**5371. Scene 1: Establishing shot — wide, sets location5382. Scene 2: Character introduction — medium, shows protagonist5393. Scene 3: Action beat — closer, movement5404. Scene 4: Reaction — close-up, emotion5415. Scene 5: Consequence / turn — medium or wide5426. Scene 6: Resolution / button — varies543544**Morph-Cut and Smooth-Cut breathing room — 2-second still moments.** Editors545land morph cuts and smooth cuts (transition styles in DaVinci Resolve, Premiere,546and similar editors that hide the cut by morphing similar frames) on stillness,547not on motion. If every shot starts and ends mid-action, every cut between them548has to happen mid-action too — and the model renders mid-action transitions549poorly. Build cut-friendly material by prompting an explicit 2-second550still-or-near-still moment at the **start** AND **end** of every shot. Examples551of buildable stillness: a held look, a settled pose, a held pause before motion552begins, a held breath after motion stops. The middle of the shot can be as553kinetic as the script demands; the boundaries earn the cuts. This rule is554adapted from the Mr. Core methodology and pairs with editor-side workflow in555`../higgsfield-pipeline/SKILL.md` § Stage 8 — Assembly.556557---558559## Reference Anchor System560561The Reference Anchor locks character geometry (facial structure, proportions, costume silhouette)562across all shots in a sequence — preventing the character drift that happens in standard generation.563564**Setup:**5651. Upload a clear, well-lit reference photo of your character5662. Cinema Studio generates an anchor from it5673. Every subsequent shot in the project references this anchor5684. Combine with Soul ID for full face + geometry lock569570**Best practices:**571- Use a front-facing, neutral expression photo for the anchor572- Avoid glasses, hats, or accessories in the anchor image if they won't always be present573- One Reference Anchor per character — add multiple if you have a cast574- The anchor persists across the whole Cinema Studio project575576---577578## Location Reference Sheets579580Locations deserve the same asset-first treatment as characters. If a room, alley,581vehicle interior, or exterior reappears across multiple shots, generate it once as582a standalone asset and reuse it — don't re-describe it inside each scene prompt.583Scene-by-scene re-description is the root cause of the "every shot reinterprets584the environment" failure: walls drift, furniture rearranges, scale shifts, and the585world stops feeling like a single place.586587### Plant visual anchors before you shoot the space588589`[FIELD — Higgsfield Studio, ADILIADA breakdown, 2026-08-14]` A location sheet stops the590room being *reinvented*; it does not by itself stop people **moving around inside it**.591The cheap addition is to deliberately plant a few fixed, distinctive objects and then stage592against them: the chair a character sits in, the window two of them talk by, the beaded593curtain a body goes through. They give the model something nameable to hold position594against across generations, and they give you something to write blocking against — *"at595the window, screen-left"* is checkable in a way that *"on the left side of the room"* is596not.597598Choose anchors that are **distinctive and immovable**. A second matching chair is not an599anchor, it is an ambiguity.600601**Tune the plates against each other before generating anything.** Locations that will cut602together get their colour, light and saturation matched at the asset stage, so the scenes603already agree in character once shots start landing — otherwise every generation inherits a604slightly different world and the mismatch surfaces only in the edit, where it is605`../higgsfield-pipeline/SKILL.md` § The Edit's unification problem to solve at606colour-correction instead.607608### The Five-View Location Sheet609610A location sheet captures the space from enough angles that the model has a611complete spatial model to draw from. Generate these five views as one asset set:612613| View | What it locks |614|------|---------------|615| Straight-on wide | The overall scale, focal point, and horizon line |616| Left-angle perspective | Side geometry, depth on the left |617| Right-angle perspective | Side geometry, depth on the right |618| Reverse / opposite view | What's behind the camera in the wide — finishes the 360° footprint |619| Close-up environmental details | Texture, wear, signage, small props that anchor identity |620621Use Grid Generation (2×2 or 4×4) or 3D Mode on a hero wide to produce the alt622angles from a single seed — this keeps the light and material identity consistent623across views, which is the whole point.624625### What to Preserve on Reuse626627When you bring the location back for a new shot, lock these four properties:628architecture (walls, openings, scale), light quality (source direction, color629temperature, hardness), color treatment (palette, grade), and key environmental630details (signage, damage, specific props that make this place THIS place). Keep631these out of the scene prompt — they live in the location asset. The scene prompt632should describe only what changes: character action, camera behavior, atmospheric633motion, time-of-day shift if any.634635### Failure Mode This Prevents636637Without a location sheet, a six-scene sequence set in "a rain-soaked alley" will638render six different alleys. Each scene prompt re-interprets "rain-soaked alley"639from scratch. With a location sheet tagged as an @ Element or loaded as a640reference, all six scenes share one alley — the puddles are in the same places,641the neon sign says the same thing, the brick wall has the same pattern.642643For the camera vocabulary that pairs with location reveals (Pan, Crane, Dolly Reveal),644see `../../vocab.md`.645646---647648## Reference Sheet Types — Beyond Characters and Locations649650Reference sheets aren't only for faces and rooms. The underlying principle is651narrower than "character or location" — a reference sheet is any asset built652once to **lock a specific property** of the production. Each sheet type fixes a653different axis of the work: identity, architecture, motion behavior, wardrobe,654palette, or product. If a property has to read consistently across multiple655shots, give it its own sheet. If it only matters for one shot, write it inline656and move on.657658**When a sheet pays for itself:** if a property will appear in three or more659shots, the sheet is cheaper than re-describing it every time and dramatically660more consistent than relying on prompt text alone. Single-shot details — a661one-time prop, a background extra, a one-off lighting cue — don't earn a sheet.662663The character sheet (see `../higgsfield-soul/SKILL.md` → Character Sheet664Creation) and the Location Reference Sheet above already cover identity and665architecture. The three sheet types below extend the same pattern to the rest666of the production:667668### Motion / Camera Sheet669670A short reference clip — 3–10 seconds is plenty — that captures a camera path671or motion rhythm you want repeated across multiple shots. The sheet locks the672movement signature, not the content of any single shot. Treat it as a673project-wide style anchor pulled into a generation as an @Video reference, the674way a DP would carry a "look" across an entire film.675676Use cases: a music video where the same dolly-in arc punctuates every chorus;677a fight sequence where a signature whip-pan recurs at every climax beat; a678brand piece where every product shot starts on the same slow orbit. Distinct679from a Kling 3.0 Motion Control reference clip — that drives a single680generation's motion transfer. The Motion / Camera Sheet is reusable across the681whole project.682683### Outfit / Material Sheet684685Dedicated wardrobe reference. Locks fabric texture, color values, garment fit,686fastenings, and how the material moves and folds. Generate it once with even687lighting and multiple angles, then reuse it any time the costume needs to read688identically across cuts.689690Use cases: a hero costume that appears across 12 scenes; a specific jacket that691must look the same in close-up and wide shot; a uniform that recurs across an692ensemble cast. The outfit sheet is **not** the same as a character sheet — the693character sheet locks identity (face, build, hair, distinguishing marks), while694the outfit sheet locks what the character is wearing AND how that wardrobe695behaves in motion. Build both when you have a hero costume on a hero character.696697**The piano test — wardrobe complexity has a generation cost.** Every detail of698wardrobe complexity — buttons, ties, jewelry, scarves, layered garments,699intricate prints, fastening hardware — costs the model rendering budget. The700piano test (adapted from the Mr. Core methodology) is the rule: if a wardrobe701element is as visually demanding for the model to render as a piano in the702frame, the model will spend its budget rendering that element instead of the703action. Strip the wardrobe to the simplest silhouette that still reads as the704character. A trench coat reads as a trench coat without the buttons rendering705correctly. A uniform reads as a uniform without the rank insignia drifting706across frames. Design the costume's *signature* — the silhouette and one707identifying feature — and let the rest go simple. Hero costumes that must708render under close-up scrutiny earn their complexity; background costumes do709not.710711### Palette / Mood Sheet712713A color and tonal anchor for the project. Lock the visual mood across an entire714sequence: shadow density, key/fill ratio, saturation level, signature accent715colors, grade direction. Use a single curated still or a small grid of grade716references — the goal is to give every subsequent generation a consistent717palette to reach for.718719Use cases: a noir piece where every scene shares the same shadow density and720warm-amber-on-cool-blue grade; a cyberpunk sequ721722…(truncated)