Install
$ agentstack add skill-thanhnguyxnorg-blendops-cycles-vs-eevee-decision ✓ 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
cycles-vs-eevee-decision
Purpose
Pick the render engine upfront based on quality + time tradeoff and feature requirements. Avoid the "use Cycles always" / "Eevee is faster" oversimplifications.
Quick start
- name the use case (hero / preview / animation / lookdev)
- evaluate feature needs (caustics / SSS / volumetrics / GI accuracy)
- evaluate time budget per frame
- pick: Cycles / Eevee Next / Eevee (legacy) / Workbench
- pin GPU device + samples + tile size
When to use
- before render
- when feature support drives engine choice
- when time vs quality tradeoff matters
- when previous render was wrong engine
When not to use
- for a known repeat render (engine already chosen)
- for non-render work (modeling / animation prep)
Trigger phrases
- "Cycles or Eevee"
- "what render engine"
- "is Eevee enough"
- "render is too slow"
Prerequisites / readiness
- use case known
- features needed known (caustics? SSS? volumetrics?)
- machine specs known (GPU? memory?)
- time budget known
Input schema
Required inputs
| Input | Why it is required | |---|---| | Use case | Hero vs preview drives quality threshold | | Feature requirements | Determines engine compatibility | | Time budget per frame | Drives engine + samples |
Optional inputs
| Input | Use | |---|---| | GPU available | Cycles GPU dramatically faster | | Reference quality bar | Calibrate samples |
Assumptions to confirm
- The user accepts the tradeoff (Eevee is fast but approximates GI; Cycles is slow but accurate).
- Multi-engine workflow (Eevee preview, Cycles final) is common and valid.
Output schema
Primary output
A 5-line config record: Engine, Samples, GPU device (if Cycles), Tile/Render samples, Caveats.
Secondary output
- per-output engine if multi-pass (preview Eevee + final Cycles)
- evidence label
Evidence / caveat output
Runtime status: Not Run | Attempted | Produced | Verified | Failed | Blocked / Not Run
Artifact status: Not Run | Not Produced | Produced | Verified | Failed
Evidence used:
Limitations:
Required laws
../../laws/evidence-before-done.md../../laws/non-blender-user-language.md../../laws/no-arbitrary-python-interface.md../../laws/official-runtime-only.md
Official runtime boundary
Decision skill — does not run Blender. Pins config; operator applies in scene render properties.
Operating procedure
- Identify use case + feature needs.
- Apply feature decision matrix (see
references/engine-feature-matrix.md). - Pick engine.
- Set samples per quality bar (see
references/samples-by-quality.md). - Set GPU device if Cycles.
- List caveats.
- Hand off to render evidence.
Decision tree
Need accurate caustics? Or accurate refraction? Or volumetrics with realistic light?
→ Cycles
Need accurate global illumination from environment + indirect bounce?
→ Cycles (Eevee Next has good GI but Cycles is more accurate)
Final hero quality + time budget allows?
→ Cycles
Real-time preview / iteration / lookdev?
→ Eevee Next or Eevee (legacy)
Animation with thousands of frames + tight time budget?
→ Eevee Next (Cycles only if GPU + denoiser fast enough)
Stylized / non-PBR look?
→ Eevee Next OK
Pure flat workbench / clay render?
→ Workbench
Playbooks
Playbook A: Hero product render
Cycles, 128-512 samples, GPU CUDA/OPTIX, denoiser ON. Time budget: 5-30 minutes per frame.
Playbook B: Eevee Next preview / lookdev
Eevee Next, default samples, GPU rasterization. Time budget: 1-5 seconds per frame.
Playbook C: Long animation on Eevee Next
Eevee Next, 32-64 samples, time budget CUDA > CPU for Cycles speed.
- Document engine + samples in render evidence.
Good examples
- "Hero product render. Cycles. 256 samples. OPTIX GPU. Denoiser: ON. Time budget: 10 min per frame."
Bad examples
- "Just use Cycles." — no context.
User-facing response template
Use case:
Feature requirements:
Time budget per frame:
Machine:
Engine config:
Engine:
Samples:
GPU device:
Tile / render samples:
Caveats:
Limitations:
Next: render-export-evidence
Anti-patterns
- "Always Cycles" without considering time.
- "Always Eevee" without considering features.
- Skipping GPU device choice.
- Choosing engine for animation without time-budget math.
Cross-skill handoff
- Color management →
../color-management-decision/SKILL.md - Format →
../output-format-decision/SKILL.md - Resolution →
../resolution-aspect-decision/SKILL.md - Render evidence →
../render-export-evidence/SKILL.md
Non-goals
- Run Blender.
- Optimize render settings beyond engine choice.
- Configure denoiser specifics (per-engine; downstream skill if needed).
References
references/engine-feature-matrix.mdreferences/samples-by-quality.mdreferences/gpu-device-rules.md../../docs/skill-system.md
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: ThanhNguyxnOrg
- Source: ThanhNguyxnOrg/blendops
- License: MIT
- Homepage: https://github.com/ThanhNguyxnOrg/blendops
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.