
Bitter, But Better
The Brief
The creative idea
Shot list & creative notes (how it plays)
Highlights and Details
Technical Approach
Technical approach — what we actually did
One toolchain: Blender (concept → modeling → lookdev → animation → render → edit → sound design). Entirely produced in Blender to keep iteration tight and files portable.
Geometry Nodes, not simulations: All exploding shots, the tornado, and closeups were achieved with Geometry Nodes setups. No particle/physics simulations were used - instead we relied on procedural geometry manipulation for deterministic, controllable motion. This allowed precise timing for match-cuts and loop continuity and saved render time.
Custom GeoNodes Bean Generator: Built a modular generator with procedural textures and shape controls so every bean could be tweaked (size, seam, oiliness, tilt). The tool produced final geometry and also baked per-bean variation maps for shading.
Materials & lookdev: Procedural PBR stacks for skin, oil, dust and micro-normal detail. Multiple layered maps (roughness variation, micro-spec, sub-surface tint) to give beans believable interior and exterior.
Animation technique: Motion created via fields/attribute animation in GeoNodes - curl forces, twist attributes and controlled offsets replaced heavy sims. This meant the tornado and fragments behaved like particles visually, but as pure geometry that could be read, reversed, and remapped for perfect looping.
Rendering & compositing: Render passes exported for fine control in Blender’s compositor (beauty, z, crypto-matte, motion vectors when needed). Color treatment focused on stark black/white backgrounds with warm brown accent passes for the coffee tones.
Sound design: Layered in Blender’s VSE - clicks, cracks and rattles. No music; sound punctuates and sells the tactile quality.
Deliverable: 25s loop, feed-ready, optimized file sizes for social, with a clean loop point.