Snow Hearth
Snow Hearth
Come in from the cold: an iPhone standing in the snow at dusk, the app warms the cabin and shows every room, and one tap lights the distant cabin window across the snowfield.
A snowfield in the deep dusk after sunset, with a snow mound beside a sled, a hurricane lantern, snowshoes and a stump, a split-rail fence leading to a dark log cabin far away, pines in fog and snow falling, cold ambient light against small warm glows. A calm 36 s piece in five long beats of 6-9 s, landing as a distant cabin window lights and the camera pulls back to the lit cabin.
- Length
- 36 s
- Scenes
- 5
- Device
- iphone
- Style
- realistic place
- Camera
- establishing wide, push in, pull back
//
SNOW HEARTH — "Come in from the cold." · a 36 s modeled-3D promo for Hearth, a fictional smart-home
app for a cabin: warm it before you arrive, see every room, put the porch light and the kettle on from
the trail. The payoff: you tap, and the distant cabin's window lights up across the snow. No real brands.
WORLD one snowfield at dusk (blue hour, Dec, 5:52 pm). 1 unit = 1 mm. Ground y = 0, the camera looks -z.
A traveller's stop at the origin: an iPhone standing in the snow (foot buried in a mound), a sled,
a lit hurricane lantern, a pair of snowshoes, a stump; a split-rail fence runs from the
foreground-left toward the cabin (leading line); the log cabin stands ~90 m out (x -9000, z -90000),
dark until the payoff. Pines in the mid-ground for parallax; three tree-line silhouettes (cones)
at 150 / 260 / 420 m and a faint ridge at 620 m, fogged progressively; drifts on the ground.
Sky: background gradient + haze lobes (rose afterglow on the horizon behind the cabin, a cold upper
wash) + an unlit moon disc. Fog colour = the horizon colour, so the ground runs into the sky.
Snow: a 5 km plane with a hand-made ripple texture (media/snow-hearth-snow.png, albedo 0.53–1.0)
so it never reads as a flat white; falling snow = mesh discs (DOF acts on them).
Palette: night slate #0d111a · snow blue #8d9bb3 · dusk blue #3b4d6e · afterglow rose #d9a08a ·
ember amber #f2a04a (brand, heat, light) · cream #f4efe8.
PROPS TRELLIS.2 on Runware (FLUX.2 [dev] reference → mesh), 1-unit box: scale = longest side (mm),
y = surface + scale × |minY| (sidecar JSON), minus a few mm/cm where a prop sinks into the snow.
asset scale minY where
snow-hearth-cabin 7500 0.427 cabin rig (-9000, 0, -90000) yaw -28: 3202 - 50 sunk
snow-hearth-pine 6200–12500 0.4911 mid-ground and around the cabin
snow-hearth-fence 2400 (×6) 0.2791 669.8 - 80 sunk = 590, along yaw 98°
snow-hearth-sled 1100 0.1576 173.4
snow-hearth-lantern 330 0.5004 165.1 - 10 sunk = 155
snow-hearth-snowshoe 620 (×2) 0.1518 94.1 - 30 sunk = 64
snow-hearth-stump 520 0.4676 243.2 - 13 sunk = 230
snow-hearth-rock 900–1700 0.3749 sunk ~20 %
snow-hearth-thermos 300 (lying) on the sled slats
snow-hearth-mitten 260 0.106 on the sled slats
All ten passed review (shots/models.png); no cuts, no rerolls.
LIGHT no tone curve (tone_mapping=None + film_grain output_transform=2), SSAA ×2 (never FXAA).
afterglow directional from behind-left, 4.6° up, rose, E 0.55, the shadows (long, toward camera)
moon fill directional front-right high, cold, E 0.22 (no shadow)
sky hemisphere #8fa3c9 / #2c3550, 0.55; studio_small_04_2k at 0.2 for the PBR props
lantern point at the globe, I = 1.2 × 450² ≈ 2.6e5 (decay 2), plus an additive glow shell
payoff cabin window: emissive plane 0 → 4, a spill point light in front of it, a halo haze;
porch lamp: emissive bulb + point light
BEATS 80 BPM (beat 0.75 s, bar 3 s); every cut on a beat. VO measured (vo/timings.json), lead 0.6–1.2 s.
scene start dur VO (start → end) shot
s1-hook 0.0 9.0 1.20 → 7.60 (6.400) the one wide: over the fence toward the dark cabin,
then down onto the phone; Hearth's nudge lands at 6.9
s2-warm 9.0 7.5 9.60 → 15.50 (5.904) dive onto the glass: tap the nudge, Home; tap Warm up
on "warm" (10.6); the card flips amber,