Install
$ agentstack add skill-impertio-studio-blender-bonsai-ifcopenshell-sverchok-claude-skill-package-blender-syntax-rendering ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
blender-syntax-rendering
Quick Reference
Critical Warnings
NEVER use 'BLENDER_EEVEE' in Blender 4.2-4.4 — the identifier is 'BLENDER_EEVEE_NEXT' in those versions.
NEVER call bpy.ops.render.render() without write_still=True for still images — the render completes but the image is never saved to disk.
NEVER set Cycles GPU device without calling cycles_prefs.get_devices() first — the device list is empty until explicitly refreshed.
NEVER use scene.use_nodes = True in Blender 5.0+ — the compositor is always active; the attribute is deprecated.
NEVER use scene.node_tree in Blender 5.0+ — use scene.compositing_node_group instead.
NEVER use eevee.use_gtao in Blender 5.0+ — use view_layer.eevee.ambient_occlusion_distance instead.
ALWAYS use the version-safe EEVEE selection pattern when targeting multiple Blender versions.
EEVEE Engine Identifier Matrix
| Blender Version | Engine Identifier | Notes | |----------------|-------------------|-------| | 3.0 - 4.1 | 'BLENDER_EEVEE' | Original EEVEE | | 4.2 - 4.4 | 'BLENDER_EEVEE_NEXT' | Rewritten EEVEE engine | | 5.0+ | 'BLENDER_EEVEE' | Identifier reverted to original |
Render Engine Decision Tree
What render engine does the task require?
├── Photo-realistic / ray-traced → CYCLES
│ └── GPU available?
│ ├── Yes → cycles.device = 'GPU' (call get_devices() first)
│ └── No → cycles.device = 'CPU'
├── Real-time / fast preview → EEVEE (use version-safe pattern)
│ └── Blender version?
│ ├── 3.x / 4.0-4.1 / 5.0+ → 'BLENDER_EEVEE'
│ └── 4.2 - 4.4 → 'BLENDER_EEVEE_NEXT'
└── Solid/wireframe viewport look → WORKBENCH
└── scene.render.engine = 'BLENDER_WORKBENCH'
Render Pass Names (5.0 Changes)
| Old Name (3.x / 4.x) | New Name (5.0+) | |-----------------------|-----------------| | "DiffCol" | "Diffuse Color" | | "GlossCol" | "Glossy Color" | | "TransCol" | "Transmission Color" | | "IndexMA" | "Material Index" | | "IndexOB" | "Object Index" | | "Z" | "Depth" |
Essential Patterns
Pattern 1: Version-Safe EEVEE Selection
ALWAYS use this pattern when targeting multiple Blender versions:
# Blender 3.x / 4.x / 5.x: Version-safe EEVEE selection
import bpy
scene = bpy.context.scene
if bpy.app.version >= (5, 0, 0):
scene.render.engine = 'BLENDER_EEVEE'
elif bpy.app.version >= (4, 2, 0):
scene.render.engine = 'BLENDER_EEVEE_NEXT'
else:
scene.render.engine = 'BLENDER_EEVEE'
Pattern 2: Render Settings Configuration
# Blender 3.x / 4.x / 5.x: Configure render output
scene = bpy.context.scene
render = scene.render
# Resolution
render.resolution_x = 1920
render.resolution_y = 1080
render.resolution_percentage = 100 # Scale factor (1-100)
# Output format
render.image_settings.file_format = 'PNG' # 'PNG','JPEG','OPEN_EXR','TIFF','BMP'
render.image_settings.color_mode = 'RGBA' # 'BW', 'RGB', 'RGBA'
render.image_settings.color_depth = '16' # '8', '16', '32' (format-dependent)
render.image_settings.compression = 15 # PNG compression (0-100)
# Output path
render.filepath = "/tmp/render_output/frame_"
# Frame range
scene.frame_start = 1
scene.frame_end = 250
scene.frame_step = 1
render.fps = 24
Pattern 3: Cycles Configuration
# Blender 3.x / 4.x / 5.x: Cycles setup
scene.render.engine = 'CYCLES'
cycles = scene.cycles
# Device selection
cycles.device = 'GPU' # 'CPU' or 'GPU'
# Sampling
cycles.samples = 256
cycles.preview_samples = 64
cycles.use_adaptive_sampling = True
cycles.adaptive_threshold = 0.01
# Denoiser
cycles.use_denoising = True
cycles.denoiser = 'OPENIMAGEDENOISE' # 'OPENIMAGEDENOISE' or 'OPTIX'
# Light paths
cycles.max_bounces = 12
cycles.diffuse_bounces = 4
cycles.glossy_bounces = 4
cycles.transmission_bounces = 12
cycles.transparent_max_bounces = 8
Pattern 4: Cycles GPU Setup
ALWAYS call get_devices() before enabling GPU devices:
# Blender 3.x / 4.x / 5.x: Cycles GPU configuration
prefs = bpy.context.preferences
cycles_prefs = prefs.addons['cycles'].preferences
# Set compute type FIRST
cycles_prefs.compute_device_type = 'CUDA' # 'CUDA','OPTIX','HIP','ONEAPI','METAL'
# ALWAYS refresh device list before enabling
cycles_prefs.get_devices()
# Enable all available devices
for device in cycles_prefs.devices:
device.use = True
Pattern 5: Camera Creation and Configuration
# Blender 3.x / 4.x / 5.x: Camera setup
cam_data = bpy.data.cameras.new("RenderCamera")
cam_obj = bpy.data.objects.new("RenderCamera", cam_data)
bpy.context.collection.objects.link(cam_obj) # REQUIRED: link to collection
# Set as active scene camera
scene.camera = cam_obj
# Lens
cam_data.type = 'PERSP' # 'PERSP', 'ORTHO', 'PANO'
cam_data.lens = 35.0 # Focal length in mm (perspective only)
cam_data.ortho_scale = 10.0 # Orthographic scale (ortho only)
# Clipping
cam_data.clip_start = 0.1
cam_data.clip_end = 1000.0
# Position and orientation
cam_obj.location = (10.0, -10.0, 8.0)
cam_obj.rotation_euler = (1.1, 0.0, 0.785)
Pattern 6: Depth of Field
# Blender 3.x / 4.x / 5.x: Depth of field
cam_data.dof.use_dof = True
cam_data.dof.focus_object = bpy.data.objects.get("FocusTarget")
cam_data.dof.aperture_fstop = 2.8
# Sensor settings
cam_data.sensor_width = 36.0 # mm
cam_data.sensor_height = 24.0 # mm
Common Operations
Render a Still Image
# Blender 3.x / 4.x / 5.x: Render and save a still image
scene = bpy.context.scene
scene.render.filepath = "/tmp/output.png"
scene.render.image_settings.file_format = 'PNG'
bpy.ops.render.render(write_still=True) # write_still=True is REQUIRED
Render an Animation
# Blender 3.x / 4.x / 5.x: Render animation sequence
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = 250
scene.render.filepath = "/tmp/renders/anim_"
bpy.ops.render.render(animation=True)
Batch Render Multiple Cameras
# Blender 3.x / 4.x / 5.x: Batch render from all cameras
import bpy
scene = bpy.context.scene
cameras = [obj for obj in bpy.data.objects if obj.type == 'CAMERA']
for cam in cameras:
scene.camera = cam
scene.render.filepath = f"/tmp/renders/{cam.name}_"
bpy.ops.render.render(write_still=True)
Headless Rendering (Command Line)
# Render with a script (no GUI)
blender --background scene.blend --python render_script.py
# render_script.py
import bpy
scene = bpy.context.scene
scene.render.filepath = "/tmp/headless_render.png"
bpy.ops.render.render(write_still=True)
Create Light Sources
# Blender 3.x / 4.x / 5.x: Light types
# Point light
point_data = bpy.data.lights.new("PointLight", type='POINT')
point_data.energy = 1000.0 # Watts
point_data.shadow_soft_size = 0.25
point_data.color = (1.0, 0.95, 0.9)
point_obj = bpy.data.objects.new("PointLight", point_data)
bpy.context.collection.objects.link(point_obj)
# Sun light
sun_data = bpy.data.lights.new("SunLight", type='SUN')
sun_data.energy = 5.0
sun_data.angle = 0.00918 # Angular diameter in radians
# Area light
area_data = bpy.data.lights.new("AreaLight", type='AREA')
area_data.shape = 'RECTANGLE' # 'SQUARE','RECTANGLE','DISK','ELLIPSE'
area_data.size = 2.0
area_data.size_y = 1.0 # Only for RECTANGLE/ELLIPSE
area_data.energy = 500.0
# Spot light
spot_data = bpy.data.lights.new("SpotLight", type='SPOT')
spot_data.spot_size = 0.785 # Cone angle in radians
spot_data.spot_blend = 0.15 # Soft edge (0=hard, 1=fully soft)
Light Type Reference
| Type | String | Use Case | |------|--------|----------| | Point | 'POINT' | Omnidirectional (lamps, bulbs) | | Sun | 'SUN' | Directional (exteriors); position irrelevant, only rotation matters | | Spot | 'SPOT' | Cone-shaped (stage lighting, flashlights) | | Area | 'AREA' | Surface-emitting (soft shadows, interiors) |
EEVEE-Specific Settings (Version-Dependent)
# Blender 4.2+: EEVEE settings via scene.eevee
eevee = scene.eevee
# Shadows
eevee.shadow_cube_size = '1024'
eevee.shadow_cascade_size = '2048'
# Ray tracing (4.2+)
eevee.ray_tracing_method = 'SCREEN' # 'SCREEN' or 'PROBE'
# Ambient Occlusion
# Blender 4.x:
# eevee.use_gtao = True # REMOVED in 5.0
# eevee.gtao_distance = 1.0 # REMOVED in 5.0
# Blender 5.0+:
# view_layer.eevee.ambient_occlusion_distance = 1.0
Compositor Node Access (Version-Dependent)
# Blender 3.x / 4.x: Compositor node tree
scene.use_nodes = True # Enable compositor (DEPRECATED in 5.0)
tree = scene.node_tree # Access node tree (REMOVED in 5.0)
# Blender 5.0+: Compositor node group
tree = scene.compositing_node_group # New accessor
Reference Links
- [references/methods.md](references/methods.md) — Complete API signatures for RenderSettings, CyclesRenderSettings, SceneEEVEE, Camera, Light types, render operators
- [references/examples.md](references/examples.md) — Working code examples for common rendering workflows
- [references/anti-patterns.md](references/anti-patterns.md) — What NOT to do with rendering API, version-specific pitfalls
Official Sources
- https://docs.blender.org/api/current/bpy.types.RenderSettings.html
- https://docs.blender.org/api/current/bpy.types.SceneEEVEE.html
- https://docs.blender.org/api/current/bpy.ops.render.html
- https://docs.blender.org/api/current/bpy.types.Camera.html
- https://docs.blender.org/api/current/bpy.types.Light.html
- https://developer.blender.org/docs/releasenotes/5.0/pythonapi/
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: Impertio-Studio
- Source: Impertio-Studio/Blender-Bonsai-ifcOpenshell-Sverchok-Claude-Skill-Package
- License: MIT
- Homepage: https://github.com/OpenAEC-Foundation
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.