COCA-COLA

COCA-COLA

COCA-COLA

BrIEF

BrIEF

Create a 5-second proof-of-concept animation for Coca-Cola’s “Reach for the Stars, Reach for a Coke” campaign, using the provided bottle asset and at least one model from the “Mission to Minerva” kit.

Nov 13, 2025

Case study, 3D,

Houdini, Animation,

Karma, studentWork

Tags

Houdini, Cinema4D,

Nuke,

Cowboy Bebop space station reference

concept

concept

concept

Coke is the energy you need to reach the stars

The ad concept imagines a massive Coca-Cola bottle as a space station where travelers fuel up before venturing into the stars. Inspired by Cowboy Bebop, the full ad would follow the fueling process and show Coca-Cola powering a hyperlight portal. This proof of concept focuses specifically on the space station itself, establishing the look, mood, and atmosphere of that larger story.

Cowboy Bebop space station refrence

Cowboy Bebop space station refrence

new to

houdini

new to

houdini

Why is this so harrrrrrd!

Being a new Houdini user is like being a fish out of water. I was having fun learning the software, but I also felt like I was getting nowhere for a while—and even after finishing the project, I know there’s still so much more to learn. That said, I did pick up some great things along the way: how satisfying it is to work procedurally, and how intuitive the node system eventually becomes. All in all, I can’t wait to jump into my next project.

pitch

pitch

Pitching to the mock client

The next major step in the process was presenting our ideas to an industry professional and refining the pitch through conversation. Their feedback pushed me to rethink a few redundant or misplaced elements, ultimately helping shape a more focused and compelling direction. The pitch itself included research, initial style frames, and a clear, concise breakdown of what the client would receive.

storyboards

story
boards

storyboards

#1

#2

#3

#4

#5

some very early storyboards for this project that changes a fair bit over the course of the assignment however the types of shots and the overall tone stayed the same and helped me pitch the idea as a more atmospheric proof of concept to a larger piece.

some very early storyboards for this project that changes a fair bit over the course of the assignment however the types of shots and the overall tone stayed the same and helped me pitch the idea as a more atmospheric proof of concept to a larger piece.

testing

testing

Very early version of the planet, testing composition

Playing with having the planets rings frame the station

Playing with having the planets rings frame the station

First look at some better lighting

After pitching these initial style frames, I kept refining the lighting, textures, and a healthy mix of post-process passes. The most important note I received during this phase was that the space station didn’t feel large enough. So I shifted my focus toward composition, pushing the scale to read more dramatically and making the overall scene more engaging

technical

breakdown

space

station /BOTTLE

space

station /BOTTLE

Space station final build all saved as a USD to make it more performant

Using the KitBash3D assets, I did exactly what the name suggests and combined parts from the provided models to build a space station around the Coca-Cola bottle, transforming it into something larger than life.

Node tree of all my kit-bashed elements being isolated from their models arranged into the space station and then saved to disk

I started by isolating the part of the model I wanted, using a Blast node to remove everything else. From there, I figured out an interesting way to integrate it into the space station, using a circle and a Scatter-on-Points setup to array the piece in a circular pattern around the bottle. I repeated this process with several other components to build up the station’s overall detail and complexity.

Building on the provided model, I introduced subtle enhancements—such as refined sci-fi paneling—to seamlessly integrate the Coca-Cola bottle into the futuristic environment, ensuring it maintained a crisp, fresh, and unmistakable presence in every scene.

planet

planet

Is this how god felt?

One major undertaking was creating the planet from the ground up—a slightly alien world, not quite Earth, designed to provide scale and add a sense of awe to the scene.

semi procedural planet shader in karama distorting planet images and using gradient ramps to mask out areas

The planet was built by layering textured spheres to simulate its different elements—clouds, atmosphere, and the planetary surface. The base layer took the most time, since it required blending multiple textures to create the reflective water, natural ground colors, and the city lights on the night side. The cloud layer was simply a texture mapped into the opacity output, while the atmosphere combined a Fresnel node for those vibrant blue edges at glancing angles with a volume pass to catch and scatter the light.

post fx

post fx

First
Second
Before
After
First
Second
Before
After

The final step was bringing everything together in Nuke and giving the piece those much-needed finishing touches. Most of the post work focused on camera emulation—lens dirt, film grain, color correction, depth of field, and motion blur—but I also did a bit of simple compositing to add the sun in the final shot and the lens flare in one of the close-ups.

The final step was bringing everything together in Nuke and giving the piece those much-needed finishing touches. Most of the post work focused on camera emulation—lens dirt, film grain, color correction, depth of field, and motion blur—but I also did a bit of simple compositing to add the sun in the final shot and the lens flare in one of the close-ups.

©JUSTUS CANADY 2025

©JUSTUS CANADY 2025

©JUSTUS CANADY 2025

©JUSTUS CANADY 2025

©JUSTUS CANADY 2025

©JUSTUS CANADY 2025