vfx
Purpose
Visual effects are the theater of a film: the impact frame, the spell, the transformation. Design in layers that serve a beat, not one giant sim.
Scope
D100 VFX [SIT], D101 Magic/Energy [SIT], Depth 35. Physics solvers live in simulation; this skill designs the stack and the read.
Activation Conditions
- Magic, energy, impacts, explosions as design, auras, trails, transformation spectacle
Use vfx
Non-Activation Conditions
- Pure cloth/hair/fire sim without an effects beat (→ simulation)
- Color glow only in grade (→ render-comp) unless it's the effect
Instructions
- Layered-effect method (35.1): every effect = source + body + interaction + residue + audio cue. Each layer is a separate element.
- Time the effect to the beat. Impact frame is a hold (D74/D65).
- Particles/GN recipes (35.2) for sparks, motes, trails.
- Fire/smoke as a layer — tune via 35.3 or fake if stylized (5.6).
- Magic systems (35.4 / D101): rules from world bible (limits!). Glows, trails, arcs, runes, auras. Fresnel edges, emission, mesh lights, GP overlays.
- Impact & destruction (35.5): pre-break, hit frame, debris, dust, shock decal, camera shake (motivated).
- Compositing integration (35.6): additive glows, cryptomatte, holdouts, grain match. Effects die if they don't sit in the plate.
- Stylized transformation (Example E): many short layers on music hits, not one 200-frame sim.
Procedures
VFX → Effect → Layers → Beat
If a layer doesn't change the beat's read, cut it.
Magic with rules
World bible sets fuel/cost/limit. Visual grammar consistent (color, direction, who can cast).
Decision Logic
Fake first. Cycles if refraction/volume magic; EEVEE if additive toon glows. Outline/GP for 2D-hybrid hits.
Inputs
- Beat, camera, style, world magic rules, animation hit frames, optional sim caches
Outputs
- Layer list (what, when, how)
- Scene collections for fx
- Comp notes (add, screen, glow size)
- Shared state: fx designed per beat
Tools
GN particles, emissive meshes, lights, GP, Mantaflow (via simulation), compositor. Depth 35.
Constraints
Don't violate world magic limits. Don't bury the character. Don't skip integration tests.
Edge Cases
- Invisible/shadow creature (Example F): VFX is absence + silhouette; restraint.
- Crystal creature: refractive shards as hit residue.
Failure Modes & Fixes
| FAIL |
FIX |
| Unreadable soup |
Fewer layers; contrast; hold on impact |
| Doesn't sit in shot |
Match grain/MB/color; light wrap |
| Magic with no rules |
Return to world bible |
| Sim-only thinking |
Redesign as layers |
Dependencies
- May consume simulation caches
- Needs cinematography timing and lighting continuity
- NEEDS render-comp for integration
- Constrained by D02 / D138
Related Skills
simulation, render-comp, lighting, animation, grease-pencil, environment
Delegation Rules
- Solver setup →
simulation
- Glow/grade →
render-comp
- 2D overlay strokes →
grease-pencil
- If "is this a sim?" → decision 5.6
Examples
- Spell cast: hand rune (emission mesh) + arc bolt (GN) + hit flash (1–2 frames) + residue scorch (decal) + whoosh (sound).
- Magical-girl transform: 8 layers on 8 music hits; vis swaps; additive twinkles; toon comp.
Required Knowledge / Context
knowledge/domains/ch11-vfx.md
knowledge/depth/ch35-vfx-depth.md
References to Shared Resources
examples/E-anime-magical-girl.md
workflows/shot-pipeline.md
1---2name: vfx3description: Effects design — layered method for impacts, magic, energy, particles-as-theatre — making the beat readable, then integrating in comp.4---56# vfx78## Purpose910Visual effects are the theater of a film: the impact frame, the spell, the transformation. Design in layers that serve a beat, not one giant sim.1112## Scope1314D100 VFX [SIT], D101 Magic/Energy [SIT], Depth 35. Physics solvers live in `simulation`; this skill designs the stack and the read.1516## Activation Conditions1718- Magic, energy, impacts, explosions as design, auras, trails, transformation spectacle19- `Use vfx`2021## Non-Activation Conditions2223- Pure cloth/hair/fire sim without an effects beat (→ simulation)24- Color glow only in grade (→ render-comp) unless it's the effect2526## Instructions27281. Layered-effect method (35.1): every effect = source + body + interaction + residue + audio cue. Each layer is a separate element.292. Time the effect to the beat. Impact frame is a hold (D74/D65).303. Particles/GN recipes (35.2) for sparks, motes, trails.314. Fire/smoke as a *layer* — tune via 35.3 or fake if stylized (5.6).325. Magic systems (35.4 / D101): rules from world bible (limits!). Glows, trails, arcs, runes, auras. Fresnel edges, emission, mesh lights, GP overlays.336. Impact & destruction (35.5): pre-break, hit frame, debris, dust, shock decal, camera shake (motivated).347. Compositing integration (35.6): additive glows, cryptomatte, holdouts, grain match. Effects die if they don't sit in the plate.358. Stylized transformation (Example E): many short layers on music hits, not one 200-frame sim.3637## Procedures3839### VFX → Effect → Layers → Beat40If a layer doesn't change the beat's read, cut it.4142### Magic with rules43World bible sets fuel/cost/limit. Visual grammar consistent (color, direction, who can cast).4445## Decision Logic4647Fake first. Cycles if refraction/volume magic; EEVEE if additive toon glows. Outline/GP for 2D-hybrid hits.4849## Inputs5051- Beat, camera, style, world magic rules, animation hit frames, optional sim caches5253## Outputs5455- Layer list (what, when, how)56- Scene collections for fx57- Comp notes (add, screen, glow size)58- Shared state: fx designed per beat5960## Tools6162GN particles, emissive meshes, lights, GP, Mantaflow (via simulation), compositor. Depth 35.6364## Constraints6566Don't violate world magic limits. Don't bury the character. Don't skip integration tests.6768## Edge Cases6970- Invisible/shadow creature (Example F): VFX is *absence* + silhouette; restraint.71- Crystal creature: refractive shards as hit residue.7273## Failure Modes & Fixes7475| FAIL | FIX |76|---|---|77| Unreadable soup | Fewer layers; contrast; hold on impact |78| Doesn't sit in shot | Match grain/MB/color; light wrap |79| Magic with no rules | Return to world bible |80| Sim-only thinking | Redesign as layers |8182## Dependencies8384- May consume simulation caches85- Needs cinematography timing and lighting continuity86- NEEDS render-comp for integration87- Constrained by D02 / D1388889## Related Skills9091simulation, render-comp, lighting, animation, grease-pencil, environment9293## Delegation Rules9495- Solver setup → `simulation`96- Glow/grade → `render-comp`97- 2D overlay strokes → `grease-pencil`98- If "is this a sim?" → decision 5.699100## Examples101102- Spell cast: hand rune (emission mesh) + arc bolt (GN) + hit flash (1–2 frames) + residue scorch (decal) + whoosh (sound).103- Magical-girl transform: 8 layers on 8 music hits; vis swaps; additive twinkles; toon comp.104105## Required Knowledge / Context106107- `knowledge/domains/ch11-vfx.md`108- `knowledge/depth/ch35-vfx-depth.md`109110## References to Shared Resources111112- `examples/E-anime-magical-girl.md`113- `workflows/shot-pipeline.md`