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© 2020- Studio Cauldron.
All rights reserved.
© 2020- Studio Cauldron.
All rights reserved.

Studio Cauldron — Demo Reel

Studio Cauldron — Demo Reel

Ninety seconds of product renders, character work and motion — the fastest way to see whether this studio fits your catalogue.

3D Production
ClientSelf-initiated
Year2024
IndustryVisual production
[ Tech Stack ]
BlenderZBrushSubstance 3D PainterHoudiniMarvelous DesignerAdobe After EffectsAdobe Premiere ProDaVinci ResolveBlenderZBrushSubstance 3D PainterHoudiniMarvelous DesignerAdobe After EffectsAdobe Premiere ProDaVinci Resolve

[ Intro ]

Nobody watches a reel twice.

A reel gets one viewing and about fifteen seconds of honest attention before someone decides. So this one is cut to answer a single question: can this studio make my product look like the best version of itself. Product visualization, character animation, motion design and filmed video — client work and originals made up to 2024.

The Concept

Ninety seconds, five disciplines, no narration. The cut moves from product to environment to character and back, because that is how the studio actually works — the same pipeline builds a tap, a room and a creature. Different subject, the same craft underneath.

So the reel is not organised by client or by year. It is organised by what each shot proves. Every frame in here was made to explain something: a product, a brand, a character. None of it is decoration, and that is why it is short.

The Process

Every shot goes through the same four passes: blockout, light, materials, grade. Nothing here was outsourced, and nothing passed through an account manager on its way to the render. One person directs it and one person builds it.

Prop design — shield and axes
Character — Zeljko, the Garden Spirit
Environment — the blacksmith’s forge
Environment — forest scene, practical lights
Stylized vehicle — look-dev and lighting
Food render — product lighting study
Digital humans — character lineup
Digital human — patient-care visualization

The passes never change, only the subject does. That is what makes the work repeatable instead of lucky.

The Assets

Five kinds of work sit in the reel, and each one is a standing capability rather than a one-off.

Product visualization. Products rebuilt as clean 3D models, lit and rendered like a photoshoot that never happened. Once a product exists as an asset it can be re-lit, re-posed and re-rendered for the next campaign without booking a studio again.

Interiors and environments. Products placed where they are actually used. A room sells harder than a white background, because the buyer sees the thing in their own life instead of in a catalogue.

Character and creature work. Sculpting, grooming, cloth and animation. This is the hardest work in the reel and the reason the product shots look the way they do — the tolerance you build on a character is the tolerance you bring to a tap.

Motion design. Type, graphics and transitions that carry information rather than fill time. Formats are built to the placement: vertical for social, wide for outdoor, square for the shop.

Filmed video. Camera, edit and grade, cut into the same reel as the CGI on purpose. Most projects need both, and most studios only do one.

The Result

Most manufacturers have a version of the same problem: four hundred products shot by five different people over five years, in five different lights. New products arrive and the gap widens. The work in this reel is the craft layer. What clients actually buy is what sits under it — one modelling standard, one lighting setup, one render pipeline, so a hundred products end up looking like a single premium line and stay that way as the catalogue grows.

No reshoots. No waiting on a photographer. Swap the product, move the camera, render again.

Where to Start

You do not have to commission a catalogue to find out whether this works. Send three products and the pages they currently live on. You get back a short audit: what the current visuals are costing you, what to fix first, and what those three would look like rebuilt.

Most work here starts that way — with a look under the hood, not with a contract.

Credits

Direction, CGI & Edit · Studio Cauldron
Year · 2024

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