Install
$ agentstack add skill-roble3-cc-blender-skill-blender-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 Rendering
Render efficiently. The defaults are wrong for production; the recipes below are tuned for the common cases.
Engine decision tree
Need photoreal? Caustics? Accurate SSS? Glass-rich?
├── YES → Cycles (path tracer)
└── NO → Need speed? Stylized look? Animation iteration?
├── YES → EEVEE
└── NO → Cycles (default fallback for photoreal)
Quick rule:
- Stills, archviz, product, hero shots → Cycles
- Animation previews, motion graphics, stylized → EEVEE
Reference-look handoff
If the goal is to match an original/reference image rather than make a generally attractive render, chain-load reference-look-calibration. It owns measurement of hue/saturation/value, object extent, glow/aura color, and before/after look metrics. This skill should then apply the requested material/lighting/render changes within that calibrated target.
Recipes
Recipe 1 — Cycles production preset (256 samples + denoise)
import bpy
scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.device = 'GPU'
# Sampling
scene.cycles.samples = 256
scene.cycles.use_adaptive_sampling = True
scene.cycles.adaptive_threshold = 0.01
scene.cycles.adaptive_min_samples = 32
# Denoising (recommended)
scene.cycles.use_denoising = True
scene.cycles.denoiser = 'OPENIMAGEDENOISE' # safe default; switch to 'OPTIX' on NVIDIA RTX
# Light paths (defaults are reasonable; bump transmission for glass-rich scenes)
scene.cycles.max_bounces = 12
scene.cycles.transmission_bounces = 12
# Resolution
scene.render.resolution_x = 1920
scene.render.resolution_y = 1080
scene.render.resolution_percentage = 100
print('render:cycles_production_preset')
Recipe 2 — Cycles draft preset (faster iteration)
import bpy
scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.device = 'GPU'
scene.cycles.samples = 64
scene.cycles.use_adaptive_sampling = True
scene.cycles.adaptive_threshold = 0.05
scene.cycles.use_denoising = True
scene.render.resolution_percentage = 50 # half res for tests
print('render:cycles_draft')
Recipe 3 — EEVEE preset
import bpy
scene = bpy.context.scene
# Engine name changed across versions:
# Blender ≤ 4.1: 'BLENDER_EEVEE'
# Blender 4.2 only: 'BLENDER_EEVEE_NEXT' (transitional; replaced)
# Blender ≥ 5.0: 'BLENDER_EEVEE' (the new EEVEE replaced the old)
# Try the new name first; fall back if it doesn't exist on this Blender.
try:
scene.render.engine = 'BLENDER_EEVEE_NEXT'
except (TypeError, ValueError):
scene.render.engine = 'BLENDER_EEVEE'
# EEVEE settings (eevee namespace exists in 4.x and 5.x)
if hasattr(scene, 'eevee'):
scene.eevee.taa_render_samples = 64
scene.eevee.taa_samples = 16
scene.eevee.use_gtao = True # screen-space AO
scene.eevee.gtao_distance = 0.2
scene.eevee.use_bloom = True # glow
scene.eevee.use_ssr = True # screen-space reflections
scene.eevee.use_ssr_refraction = True # for glass
scene.eevee.use_volumetric_lights = True
scene.render.resolution_x = 1920
scene.render.resolution_y = 1080
print('render:eevee_preset')
EEVEE limitations to know:
- Reflections are screen-space (can't reflect what's off-screen) — workaround: place Reflection Plane / Cubemap probes
- Same for refraction
- Indirect light baked, not real-time — bake Light Probes for accurate bounce
- No accurate caustics
Recipe 4 — Color management
import bpy
scene = bpy.context.scene
# View transform — controls the "look" mapping HDR → display
scene.view_settings.view_transform = 'AgX' # default Blender 4.x; replaces Filmic
scene.view_settings.look = 'AgX - Medium High Contrast'
# Or: 'Filmic' (older but still supported), 'Standard' (oversaturates highlights)
scene.view_settings.exposure = 0.0
scene.view_settings.gamma = 1.0
print('render:colormanagement_AgX')
Rule: Never use 'Standard' for photographic output — it blows out highlights. AgX or Filmic almost always.
Recipe 5 — Render a single frame to PNG
⚠ bpy.ops.render.render() fails with Error: Cannot render, no camera if scene.camera is None. Always run the camera guard first. The guard auto-assigns the first CAMERA-type object if the scene has any, and raises a clear error otherwise.
import bpy
scene = bpy.context.scene
# Camera guard — required before every render
def ensure_camera(scene):
if scene.camera is not None:
return scene.camera.name
cams = [o for o in bpy.data.objects if o.type == 'CAMERA']
if not cams:
raise RuntimeError("No camera in scene — add one before rendering")
scene.camera = cams[0]
return cams[0].name
cam_name = ensure_camera(scene)
print(f"camera:{cam_name}")
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGBA'
scene.render.image_settings.color_depth = '16' # 16-bit for compositing later
scene.render.filepath = '/tmp/output_hero.png'
bpy.ops.render.render(write_still=True)
print(f"render:saved {scene.render.filepath}")
After this, verify with Bash: ls -la /tmp/output_hero.png — confirm file exists and report size.
Recipe 6 — Render an animation as PNG sequence
import bpy
scene = bpy.context.scene
# Camera guard — same pattern as Recipe 5
def ensure_camera(scene):
if scene.camera is not None:
return scene.camera.name
cams = [o for o in bpy.data.objects if o.type == 'CAMERA']
if not cams:
raise RuntimeError("No camera in scene — add one before rendering")
scene.camera = cams[0]
return cams[0].name
cam_name = ensure_camera(scene)
print(f"camera:{cam_name}")
scene.frame_start = 1
scene.frame_end = 240
scene.render.fps = 24
scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = '/tmp/anim/frame_' # output: frame_0001.png, frame_0002.png, ...
# Resilience: keep partial work on crash
scene.render.use_placeholder = True
scene.render.use_overwrite = False
# Reuse mesh data between frames (faster)
scene.render.use_persistent_data = True
bpy.ops.render.render(animation=True)
print('render:animation_done')
Pro pattern: render to PNG sequence, then encode to MP4 with ffmpeg afterward:
ffmpeg -framerate 24 -i frame_%04d.png -c:v libx264 -pix_fmt yuv420p -crf 18 anim.mp4
Recipe 7 — Performance tuning for slow renders
import bpy
scene = bpy.context.scene
# 1. Cap subdivision in render
scene.render.use_simplify = True
scene.render.simplify_subdivision = 1
scene.render.simplify_subdivision_render = 2
# 2. Higher noise threshold (faster, more denoiser-dependent)
scene.cycles.adaptive_threshold = 0.05
# 3. Lower light path bounces (lose some realism)
scene.cycles.max_bounces = 8
scene.cycles.diffuse_bounces = 3
scene.cycles.glossy_bounces = 3
print('render:performance_tuned')
Recipe 8 — Configure GPU compute device (one-time)
import bpy
prefs = bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type = 'OPTIX' # or 'CUDA', 'HIP' (AMD), 'METAL' (Mac)
for device in prefs.devices:
device.use = True
print(f"gpu:{prefs.compute_device_type} devices:{len(prefs.devices)}")
This is a Blender preference — only needs to run once per machine.
Sample count guide
| Scene type | Samples | Why | |------------|---------|-----| | Outdoor, direct sun | 64–128 | Mostly direct light | | General product/portrait | 256 | Standard quality | | Indoor with bounce | 512 | More indirect = more noise | | Caustics, glass, complex SSS | 1024–2048 | Hardest to converge |
Always pair with denoising. 256 samples + denoise ≈ 4096 raw samples in visual quality.
Common pitfalls
| Symptom | Fix | |---------|-----| | Error: Cannot render, no camera | scene.camera is None. Use the ensure_camera() guard at the top of Recipes 5/6 — it auto-assigns the first CAMERA object or raises a clear error if none exists | | Render takes hours | Reduce samples; enable adaptive; lower bounces | | Cycles GPU not used | Configure compute device in preferences (Recipe 8) | | Render direct to MP4 lost on crash | Render PNG sequence, encode after | | Standard view transform → blown highlights | Use AgX or Filmic | | Glass renders black | Increase transmission_bounces (16+) | | EEVEE missing reflections | Add Reflection Plane / Cubemap probes | | Animation flickers between frames | Use persistent data; consider temporal denoising | | Output file empty / nothing rendered | Set scene.render.filepath first; check write_still=True for stills |
When to load references/overview.md
Load when:
- Need detailed engine comparison (Cycles vs EEVEE feature matrix)
- Tuning light paths for specific scene types (caustics, foliage, hair)
- Light groups for re-lighting in compositor
- AOV / custom render passes
- Distributed / farm rendering
The reference covers: full Cycles vs EEVEE matrix, sample-count guides per scene, denoiser comparison (OptiX vs OIDN), light-path bounce tuning, color management deep-dive, and animation rendering best practices.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: RobLe3
- Source: RobLe3/cc-blender-skill
- License: MIT
- Homepage: https://github.com/RobLe3/cc-blender-skill/blob/main/README.md
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.