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Cycles Vs Eevee Decision

skill-thanhnguyxnorg-blendops-cycles-vs-eevee-decision · by ThanhNguyxnOrg

Pick Cycles or Eevee (or Eevee Next / Workbench) for a render based on quality bar, time budget, and feature requirements (caustics, subsurface, etc.).

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Install

$ agentstack add skill-thanhnguyxnorg-blendops-cycles-vs-eevee-decision

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Security review

✓ Passed

No 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.

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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

  1. Identify use case + feature needs.
  2. Apply feature decision matrix (see references/engine-feature-matrix.md).
  3. Pick engine.
  4. Set samples per quality bar (see references/samples-by-quality.md).
  5. Set GPU device if Cycles.
  6. List caveats.
  7. 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.md
  • references/samples-by-quality.md
  • references/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.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.