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Cadbury

3D Billboard Campaign

Cadbury asked us to produce a 3D billboard. The idea was to fill the screen with chocolate, then reveal the Cadbury bar clearly at the end. The project involved complex fluid simulations, careful lighting and texturing, and multiple animatic passes to achieve a clear, impactful reveal.

Client
Cadbury
My role
3D Artist · Director, end to end
Tools
Blender · Cinema 4D · After Effects
Year
2024
Dubai Mall

Brief

Objective. Build a 3D billboard that shows Cadbury's chocolate in a strong, simple way.

Challenge. Simulating chocolate flow, keeping the transitions clean, and making the illusion work at billboard scale.

Cadbury billboard final render for the wide screen
Cadbury billboard final render in portrait format

Fluid simulation

We ran multiple tests to get the flow right.

Mixing the chocolate and milk realistically took several tries. The timing, collision, and splash behavior had to feel natural while staying clear on a large screen.

Chocolate fluid simulation test 1
Chocolate and milk mixing simulation test
Chocolate fluid simulation test 5
Chocolate fluid simulation test 4
Chocolate fluid simulation test 3
Chocolate fluid simulation test 2

Texturing and lighting

We used simple materials with clear highlights to show thickness and movement.

The lighting setup had to match Cadbury's brand lighting exactly. We used their reference to replicate the same look across the scene and keep it consistent with their existing ads.

Lighting study matched to Cadbury brand references
Lighting study matched to Cadbury brand references
Cadbury mood frame
Cadbury mood frame

Animatics

Simulations were timed and layered.

Splashes and buildup were added to lead into the final reveal.

Animatic for the wide screen
Animatic for the left screen
Animatic for the right screen

Reflections

Clarity was more important than complexity.

This stayed readable the whole way through.

What worked. Flow timing, space layout, and final product reveal.

What was tricky. Getting chocolate and milk fluids to mix properly, keeping shapes readable, balancing realism with speed, and managing render time.

View as
HumanMachine