
Device Push-in FocusProduct reveal
The internal structure and the outer shell cross-dissolve from the same camera position, then the camera pulls back to the whole device.
The internal parts and the shell dissolve in exact alignment, so viewers see where the chip sits inside the body. Orange bleeds in from the glow before it switches to the body, so color changes before shape and the transition has no hard jump. One camera position explains what is inside.
cubic-bezier(0.65,0,0.35,1)); drift sine.out; pull-back expo.out (cubic-bezier(0.16,1,0.3,1)) with a 4-frame zero-velocity run-up, nearly stopped for the last 0.4s; settle sine.inOut; wordmark power2.out#dde8ff, cool-white strip lights), inner part in gray metal, shell in the accent color (cosmic orange rgb(255,107,41)); ACES tone mapping at exposure 1.25, bloom, 0.022 grain, wordmark Inter 600 40pxBuild a reveal of a product's internal structure called X-ray Dissolve. Black background, cool white top light, 24° fov, ACES tone mapping, bloom and light grain. Open with two oblique macro shots with a shallow depth of field: a chip close-up (0–2.1s, fading in from black over 0.7s) and the board with its camera modules (2.1–4.3s). Then cut to a frontal fixed camera on the chip: drift very slowly (about 2% of frame width per second, easing to rest) from 4.3 to 5.5s. From the same camera position, dissolve in the shell render at the same position: tint the chip's glow with the accent color (cosmic orange) over 4.85–5.65s, fade the shell in over 5.5–6.0s with power2.inOut (cubic-bezier(0.65,0,0.35,1)), and take the inner layer from 100% to 30% over 5.5–5.8s, hold 30% for 0.2s, then to 0% by 6.18s. From 6.0s pull back for 1.2 seconds with expo.out (cubic-bezier(0.16,1,0.3,1)) with a 4-frame run-up from zero velocity, scale 5x to 1x, with radial shutter blur, until the whole device is 70% of frame height. The vignette radius tightens during the pull-back, and the product name fades in 6.4–7.1s (power2.out, blur 6px→0). Settle with a slow push of 2.5% until 10s. The two renders must be aligned exactly.





