This guide has the free student offer, the plugin setup, and the exact prompts used to build the three examples in the reel. Free for college students for 4 months, only until October 31st.
You only need to do this once. After it's connected, every prompt below runs straight inside ChatGPT.
Already have a ChatGPT subscription? Skip straight to Step 2 — just connect the Higgsfield plugin and you're ready to go.
Open the student offer link above, sign in with your university/college email, and activate the free 4-month plan before October 31st.
Inside a chat, click the plugins/tools icon and search for "Higgsfield" in the Plugins Directory.
Click "Add Higgsfield plugin," then sign in to (or create) your free Higgsfield account to link the two.
Select GPT-6 Astra as your model, and make sure the Higgsfield plugin is toggled on for that chat.
Copy any of the three prompts below directly into the chat. Astra handles the research and direction, Higgsfield handles the Blender build, rendering, and final video.
Same order as the reel — chipmaking machine, apartment renovation, then the Denisovan research reconstruction. Tap "Copy Prompt," paste into your Astra + Higgsfield chat, and generate.
Create a 30-second square 1:1 technical visualization explaining how a modern semiconductor chip is manufactured, styled exactly like a premium Blender engineering animation. Use Blender for all 3D objects and animation. Use Higgsfield for the final rendered video generation/compositing. IMPORTANT: This should NOT look like a cinematic factory documentary. It should look like a clean, minimal, high-end engineering visualization on a very light grey/white studio background. Keep the camera mostly in an elevated 3/4 isometric perspective. Use soft shadows, physically plausible materials, extremely clean geometry, and smooth mechanical animation. Keep this title permanently visible near the upper-left/top area: "$400M Chipmaking Machine" Use bold black sans-serif text. Do not add narration, subtitles, people, decorative backgrounds or unnecessary graphics. The animation must follow this sequence: SHOT 1 - COMPLETE CHIPMAKING MACHINE 0:00-0:00.9 Begin with a complete large semiconductor fabrication/lithography machine shown as one compact industrial unit. The machine should be made of multiple dark charcoal rectangular modules with silver structural framing, pipes, precision mechanical elements and white/silver equipment sections. Camera: elevated 3/4 isometric view object centered slightly left light grey seamless background soft shadow underneath Hold briefly so the viewer understands the complete machine. SHOT 2 - EXPLODED MACHINE approximately 0:00.9-0:05.4 Perform a smooth exploded-view animation. The external dark machine panels and modules move outward from the center while the internal mechanical frame stays visible. Separate: dark exterior panels upper roof plates side modules internal silver structural frame small mechanical assemblies supporting systems The pieces should move into a clean exploded engineering layout without spinning randomly. Keep every component spatially related to the original machine. Hold the exploded view for several seconds. Then reverse the animation. All machine panels and components smoothly slide back together until the complete machine is rebuilt. SHOT 3 - CIRCULAR OPTICAL / LITHOGRAPHY ASSEMBLY approximately 0:07-0:08.7 Hard cut to a large circular precision optical assembly. It should look like a complex lithography optical chamber with a dark central circular mirror/lens, metallic rings, brackets, small mechanical parts and cables. Add several vivid purple light rays showing the optical path. The purple beams should enter and reflect through the assembly in a technically illustrative way. Camera stays clean and orthographic-like, 3/4 front view. SHOT 4 - MIRROR / OPTICAL STAGE approximately 0:08.7-0:10.4 Cut to a simplified optical stage mounted on a rectangular dark base. Include several circular mirrors or optical elements arranged underneath a silver upper structure. Animate bright purple beams travelling between the optical surfaces. The beam path should be immediately readable. SHOT 5 - WAFER EXPOSURE MODULE approximately 0:10.4-0:11.7 Cut to a compact rectangular semiconductor exposure stage. Place a small square chip/wafer target in the center. Above it, show a curved dark optical element. Several purple beams converge toward the central square target. Clean engineering model, dark base, metallic components. SHOT 6 - MULTI-LAYER OPTICAL TOWER approximately 0:11.7-0:13.2 Cut to a tall vertical precision assembly made from several stacked optical/mechanical layers. Use metallic supports and multiple circular optical surfaces. Show the purple beam bouncing through the different levels from top to bottom. The tower is isolated against the same light-grey background. SHOT 7 - WAFER PROCESSING PLATFORM approximately 0:13.2-0:15.5 Cut to a rectangular processing platform. On the right side place a large black circular wafer stage. On the left is a clean white rectangular processing zone. Above the circular stage, show a purple grid or array projected onto the wafer surface. A thin purple beam should enter from above. Use silver rails and precision mechanical details around the platform. SHOT 8 - SILICON WAFER approximately 0:15.5-0:17.3 Cut to a single black circular silicon wafer floating slightly above the ground plane. The wafer contains a very regular grid of hundreds of small pale-purple rectangular dies. Camera slowly pushes closer. The wafer should have a subtle reflective rim and realistic thickness. SHOT 9 - EXTRACT ONE DIE approximately 0:17.3-0:19.5 One small square die separates from the wafer. The large wafer moves out of frame while the selected die remains floating in the center. The die is a dark square containing a grid of smaller purple-grey cells. Allow it to rotate slightly in 3D. SHOT 10 - PLACE DIE ON GREEN PACKAGE approximately 0:19.5-0:20.5 A green processor substrate/package appears beneath the die. The die lowers smoothly onto the center of the green substrate. Show tiny metallic contact details around the substrate edges. SHOT 11 - PROCESSOR HEAT SPREADER approximately 0:20.5-0:21.5 A large brushed-silver processor heat spreader descends from above and covers the die. The movement should feel mechanically precise. SHOT 12 - FINISHED PROCESSOR HERO SHOT approximately 0:21.5-0:30 Show the completed desktop-style processor package. Green PCB substrate. Large silver metal heat spreader. Tiny gold/contact details. Clean realistic product geometry. Print the word: "PROCESSOR" on the top surface in small dark lettering. Camera: close 3/4 product angle very slow subtle push-in slight controlled rotation if needed Hold this hero shot through the end. VISUAL RULES Use one consistent lighting setup across the entire animation. Background: #f1f2f3-style light neutral grey. Materials: dark charcoal machine panels silver/aluminium structures black optical elements green PCB purple optical beams Purple beams should glow slightly but never bloom excessively. Geometry must remain mechanically believable. Do not morph one object incorrectly into another. Use clean cuts between the major manufacturing stages. Animation should be smooth and precise, like an engineering explainer made in Blender. No handheld movement. No depth-of-field-heavy cinematic shots. No humans. No voice-over. No additional captions beyond the persistent title. Final output: 30 seconds 1:1 square 30 fps high-detail 3D clean engineering visualization Blender-style physically based rendering.
Create a 27-second square 1:1 apartment redesign video showing an ordinary apartment being analysed and completely redesigned using GPT-6 Astra + Blender. The final video should feel like a believable AI-assisted interior-design case study, mixing real phone footage, Blender modelling footage, 3D walkthroughs, floating cost labels and photorealistic before/after comparisons. Use Blender to recreate the apartment layout and redesign the space. Maintain the exact same apartment geometry across the before footage, 3D model and final renovated renders. Doors, windows, balcony opening, room proportions and camera positions should correspond to each other. STYLE OF RENOVATION Transform a plain older apartment into a dark, warm, modern masculine interior. Use: dark charcoal walls black ceilings in some rooms dark wood wall panels warm hidden LED strip lighting brown/cognac accent cushions dark modern cabinetry warm wood flooring where appropriate minimal furniture soft warm lamps black fixtures clean contemporary surfaces Do not make it luxury-palace style. Keep it believable as a renovated normal apartment. SEQUENCE SHOT 1 - FINGER SNAP BEFORE/AFTER HOOK 0:00-approximately 0:00.7 POV smartphone-style footage from the apartment entrance looking into the living room. A realistic male forearm and hand extend into frame. The fingers are positioned ready to snap. BEFORE APARTMENT: off-white walls beige carpet black leather sofa on the left small basic wooden coffee table TV and black TV stand on the right window and sliding balcony door at the far end ordinary daylight slightly dated rental-apartment appearance As the fingers snap, instantly transform the exact same room into the renovated version. Keep the hand in approximately the same position during the transformation. AFTER: dark charcoal walls warm wood floor modern dark sectional sofa brown/cognac cushions wood feature wall large dark TV unit warm LED strip lighting modern coffee table more atmospheric interior lighting The transition should happen exactly on the finger snap. SHOT 2 - BLENDER FLOORPLAN approximately 0:00.7-0:02.2 Cut to a computer screen showing Blender. Show the apartment as a 3D cutaway / dollhouse floor plan from above at an isometric angle. Rooms and walls should be clearly modelled. Include furniture inside several rooms. Make the Blender interface genuinely visible around the viewport so it looks like Astra has actually opened Blender and created the apartment model. Overlay large white text at the bottom: "I redesigned my apartment" Under it in smaller text: "with GPT-6 Astra + Blender" SHOT 3 - ORIGINAL BEDROOM approximately 0:02.2-0:02.6 Very brief real-phone-video shot of the bedroom before renovation. Show: beige carpet light walls window simple bed with dark blue bedding SHOT 4 - ORIGINAL HALLWAY approximately 0:02.6-0:03.2 Cut to the apartment entrance hallway before renovation. Show: off-white walls beige carpeting plain white entrance door small narrow table coat hanging near the door SHOT 5 - ORIGINAL BALCONY approximately 0:03.2-0:03.6 Brief shot from the balcony. White plastic chair. Black metal railing. Grass and neighbouring residential building visible outside. SHOT 6 - EMPTY 3D LIVING ROOM approximately 0:03.6-0:04.3 Enter the Blender recreation. Show the living room empty first. Dark charcoal/green-grey walls. Wood flooring. Window and glass balcony door positioned correctly at the far end. Camera faces toward the windows. SHOT 7 - LIVING ROOM BUILD approximately 0:04.3-0:07.5 Build the redesigned living room progressively. Furniture appears in stages. First install a modern dark sofa with brown leather/cognac accent cushions. Then install the dark TV cabinet and large television on the opposite wall. Then add the coffee table and remaining decor. Use floating black rounded rectangular price labels with thin pointer lines. Price text is white, dollar value in warm orange. Show these labels: SOFA $1,427 TV CABINET $3,617 COFFEE TABLE $1,040 Labels should track the corresponding furniture. Camera performs a slow smooth walkthrough/pan across the room. SHOT 8 - EMPTY BEDROOM approximately 0:07.5-0:08.8 Cut to an empty 3D bedroom. Window centered on one wall. Dark walls. Warm wood floor. SHOT 9 - BEDROOM BUILD approximately 0:08.8-0:10.5 Install the redesigned bedroom. Large modern bed with dark bedding. Warm brown bench or upholstered feature at the foot/side. Desk against the wall. Nightstand. Show price labels: BED + MATTRESS $1,811 NIGHTSTAND $384 DESK $1,000 Keep the same black label / orange price visual language. SHOT 10 - EMPTY KITCHEN approximately 0:10.5-0:11.2 Cut to a narrow empty kitchen volume. Dark walls. Camera looking directly toward the end wall. SHOT 11 - KITCHEN BUILD approximately 0:11.2-0:13.3 Progressively install: dark upper cabinets dark wood lower cabinets long countertop black electric range Show: CABINETRY $9,702 COUNTERTOP $2,060 RANGE $611 Use a smooth forward-moving walkthrough. SHOT 12 - EMPTY BATHROOM approximately 0:13.3-0:14.2 Show empty narrow bathroom volume. Dark walls and floor. SHOT 13 - BATHROOM BUILD approximately 0:14.2-0:15.8 Add: white bathtub modern vanity countertop/sink toilet dark wall finishes warm lighting Show: BATHTUB $859 VANITY $2,102 Continue any additional bathroom-fixture label only if clearly attached to the correct item. SHOT 14 - HALLWAY / STORAGE DESIGN approximately 0:15.8-0:17.7 Walk through the redesigned dark hallway. Show new storage/built-ins and laundry/storage areas. Maintain the same dark modern visual style. Use subtle warm lighting and realistic door geometry. SHOT 15 - BALCONY REDESIGN approximately 0:17.7-0:19.0 Show the balcony in Blender. The balcony initially has a plain unfinished floor. Install warm wood-style decking. Display: DECKING $379 Then add a small round dark table and modern outdoor chairs to create a compact seating area. SHOT 16 - BEFORE / AFTER BEDROOM approximately 0:19.0-0:20.3 Create horizontal split-screen comparison. Upper half labelled: BEFORE Show the original bedroom. Lower half labelled: AFTER Show the same bedroom fully renovated with: dark walls modern bed wood feature wall warm bedside lighting dark bedding A thin warm orange dividing line separates BEFORE and AFTER. SHOT 17 - BEFORE / AFTER KITCHEN approximately 0:20.3-0:21.3 Same split layout. BEFORE: old narrow light-coloured kitchen. AFTER: dark modern cabinetry, warm under-cabinet lighting, upgraded appliances and surfaces. SHOT 18 - BEFORE / AFTER BATHROOM approximately 0:21.3-0:22.1 BEFORE: light dated bathroom. AFTER: dark modern bathroom with upgraded vanity, lighting and bathtub area. SHOT 19 - BEFORE / AFTER ENTRY approximately 0:22.1-0:22.9 BEFORE: plain beige/light entrance corridor. AFTER: dark walls, wood floor and warm integrated lighting. SHOT 20 - BEFORE / AFTER BALCONY approximately 0:22.9-0:23.7 BEFORE: white plastic chair and plain balcony. AFTER: wood decking, dark modern chairs, round table and warm tabletop light. SHOT 21 - BEFORE / AFTER LIVING ROOM approximately 0:23.7-0:25.0 BEFORE: original black leather sofa, carpet, simple coffee table and basic TV setup. AFTER: same viewpoint showing the redesigned dark living room with wood floor, modern sofa, brown accent cushions, feature wall and warm LED lighting. SHOT 22 - PROJECT BUDGET approximately 0:25.0-0:27.0 Keep the living-room BEFORE/AFTER comparison visible behind the graphic. Overlay a large semi-transparent dark rounded rectangular budget panel. Header: PROJECT BUDGET Rows: Renovation and built-ins $65,146 Furniture and decor $9,001 Appliances and TV $3,680 Delivery, assembly and storage $2,706 Design, drawings and permits $3,300 Construction contingency $9,840 Then large: TOTAL $93,673 Use white labels and make "$93,673" large warm orange. At the bottom include: Labor, delivery and tax included 15% construction contingency included DESIGN RULES Use clean sans-serif typography. Floating cost cards: nearly-black background slight rounded corners small thin pointer line to object category text white price warm orange Do not invent additional rooms. Keep the room proportions consistent from shot to shot. The real BEFORE shots should feel like ordinary smartphone footage. The Blender section should deliberately retain a slightly simplified 3D-rendered look. The final AFTER images should become much more photorealistic than the Blender planning shots. Transitions should be quick and clean. No narrator. No unrelated captions. No flashy music-video transitions. Final: 27 seconds 1:1 square 30 fps.
Create a 25-second, 3:4 documentary about Denisovans using Blender, GPT Image 2.5 and Seedance 2.5 through Higgsfield. Let's work step by step. Start with this Nature article: https://www.nature.com/articles/d41586-026-02810-z Open it in the built-in browser on the right. Then visibly research 6-8 relevant scientific sources about Denisovan anatomy, genetics, habitats and daily life. Compare the evidence and keep concise research notes, distinguishing established findings from reconstruction choices. Next, open Blender and build an evidence-informed Denisovan character. Show the actual modeling process, including any imported base mesh and your modifications. Finish with a centered, straight-on view for a match cut. Stop there. We'll develop the photorealistic character sheet and documentary footage in the following steps. CONTINUE FROM THE CENTERED BLENDER RECONSTRUCTION Preserve the Denisovan character's skull proportions, facial structure and overall anatomy across every subsequent shot. The goal is to visually move from scientific research -> anatomical reconstruction -> photorealistic reconstruction -> living Denisovan documentary footage. Use the same restrained visual identity throughout. FORMAT 3:4 documentary frame. Dark charcoal graphic backgrounds for the research/modeling portions. Use a bright acid-lime accent color. Persistent branding/layout elements should resemble a scientific research case study. Upper-left: small lime rectangle reading NEW NATURE FINDINGS with a small date underneath. Upper-right: HIGGSFIELD GPT-6 ASTRA Use clean bold white sans-serif typography. During the research/modeling portion place a thin lime outlined information strip along the bottom identifying the tools: GPT-6 Astra RESEARCH + DIRECTION Blender Higgsfield GPT Image 2.5 · Seedance 2.5 PART 1 - FINAL OPENING DOCUMENTARY SHOT Begin with the finished photorealistic Denisovan outdoors in a cold mountainous environment. Adult male. Strong compact prehistoric build. Medium-dark brown skin. Short tightly curled dark hair. Heavy brow region. Broad nose and robust facial anatomy. Simple rough brown hide clothing around the waist. He is carrying a long wooden spear. Environment: grey rocky mountain slope large boulders cold mist cloudy overcast sky desaturated natural colours Use shallow documentary-style camera movement. At approximately the opening second, show large centered text: GPT-6 ASTRA RECREATED then below it in large acid-lime: A DENISOVAN. Keep the human action visible behind the typography. PART 2 - SHOW THE ASTRA PROMPT Hard cut at approximately 2 seconds to the dark research-interface graphic. Heading: 01 / THE PROMPT Large title: Start with the new evidence. Display the original Astra prompt inside a large rounded dark chat box, exactly as supplied above. The viewer should clearly understand that Astra has been instructed to research the evidence before constructing the character. PART 3 - RESEARCH SOURCES Transition at approximately 3 seconds. Heading: 02 / ASTRA RESEARCHING Main title: 8 studies. One reconstruction. Show actual-looking scientific source cards one after another. The first prominent card should show the Nature article headline: "Who were the Denisovans? Rich trove of fossils and tools paints new picture" Then show another academic/scientific article card concerning Denisovan remains from Southwest China. Then show a scientific skull/fossil anatomy image containing several skull and fossil views. Make it look like Astra is comparing multiple papers, not relying on a single source. Add small category labels such as: NEW FOSSILS FIFTH INDIVIDUAL SKULL ANATOMY Then show a concise research note card saying approximately: "I've compared eight primary studies." and: "Research -> Blender" Do not fabricate dramatic claims unsupported by the papers. Where appearance is reconstructed rather than directly known, treat it visually as reconstruction. PART 4 - BLENDER BASE BODY At approximately 5 seconds switch into Blender. Show the actual Blender interface. Start with a neutral grey full-body male base mesh in an anatomical A-pose/T-pose against the grey Blender viewport. Rotate or reframe toward the head. PART 5 - HEAD SCULPT Move into a close-up of the grey head mesh. Show genuine intermediate modelling changes over time. Modify: cranial proportions heavy supraorbital/brow region wider mid-face broad nose jaw and lower-face mass cheek structure overall robust proportions Do not instantly morph from generic human to finished person. The viewer should see successive modelling states inside Blender. Maintain a neutral straight-ahead or slight 3/4 presentation suitable for a match cut. PART 6 - MATERIAL / SKIN TRANSITION Around 7.3-8.8 seconds, transition the grey sculpt into a skin-toned model. First show a simple beige skin material. Then progressively add realistic: skin texture subsurface scattering dark brown eyes natural lips short tightly curled dark hair subtle facial asymmetry realistic pores Use a smooth match-cut from the exact same camera angle so that the grey Blender reconstruction appears to become a photorealistic human. PART 7 - PHOTOREALISTIC HEAD Approximately 8.8-10.5 seconds. Hold a photorealistic bust/head portrait against a neutral grey background. Adult male Denisovan reconstruction. Strong brow ridge. Broad nose. Robust face. Dark eyes. Short tightly curled hair. Medium-dark brown skin. Lighting should resemble neutral anthropological reconstruction photography, not glamour photography. Camera slowly pushes in. PART 8 - CHARACTER SHEET Approximately 10.5-12.4 seconds. Show a scientific character sheet. Include: full-body front view full-body side or alternate view large close-up head view Character wears a simple rough prehistoric hide wrap around the waist. Keep body proportions consistent. Use a neutral grey studio background. PART 9 - MATCH CUT INTO LIVING CHARACTER Around 12.4-13.2 seconds use the reconstructed full-body pose to transition into photoreal documentary footage. Initially slightly soft/motion blurred, then resolve into focus. Place the Denisovan in the same cold high-altitude rocky environment shown in the opening. PART 10 - WALKING THROUGH ROCKY TERRAIN Approximately 13.2-14 seconds. The Denisovan walks naturally across a rocky plateau. Handheld documentary camera follows him. He carries a long wooden spear. Heavy clouds and fog obscure distant mountains. Naturalistic movement only. PART 11 - WORKING WITH SPEAR / STONE Approximately 14-16.9 seconds. Cut to the Denisovan crouching beside a large lichen-covered rock. He uses the long wooden spear/tool against the rock area, appearing to work, probe or prepare material. Camera angle is low-medium and observational. Windy, cold outdoor atmosphere. Keep clothing and character identity identical. PART 12 - SPEAR ACTION Approximately 16.9-18.9 seconds. Closer side view. The Denisovan raises and manipulates the wooden spear. Show believable body weight and muscle movement. Do not make the movement heroic or action-movie-like. The scene should feel like reconstructed daily survival behaviour. PART 13 - TOOL MAKING CLOSE-UP Approximately 18.9 seconds to the end. Hard cut to an extreme close-up of his hands working with stone and bone. Large rounded stone held or positioned above a pale long bone resting on another stone. Show repeated controlled impact/tool-making motion. Hands should be dusty and realistic. Natural shallow depth of field. Rock texture, bone surface and skin should be extremely detailed. Hold this tactile archaeological reconstruction shot through the ending. VISUAL STYLE The documentary footage should feel like evidence-informed natural-history reconstruction. No fantasy caveman styling. No modern items. No jewellery. No metal weapons. No cinematic fireballs or exaggerated tribal imagery. Cold muted environment: grey sky grey/green rock fog natural brown skin and hide clothing. Research portions should feel precise and graphical. Documentary portions should feel photorealistic, physical and slightly handheld. Maintain exact character continuity across: Blender sculpt skin reconstruction portrait character sheet outdoor footage hand close-up. Use match cuts wherever possible so it looks as though the researched 3D reconstruction literally becomes the living person.