laurentvv/agents-kit/blender-rendering
Claude Code and agent skill by laurentvv/agents-kit
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- ext:[{"type":"plugin","description":"Custom plugin integration"}]
Checking that the SKILL.md file is still in the repository.
Render with Blender 5.2 Cycles/EEVEE/Workbench - quality presets, GPU setup, adaptive sampling, denoising, light paths, color management (AgX, Khronos PBR Neutral, ACES), PNG/EXR/MP4 output, passes, the 5.0 compositor API, CLI and multi-camera batch rendering. Use for any still, animation or turntable render.
Install
npx vskill@latest install laurentvv/agents-kit/blender-renderingSemi-extensibleMentions customization, but needs skill-specific knowledge. Read the extensible skills standard
SKILL.md
The same SKILL.md was published earlier as el4cteo/blender-skills/blender-rendering.
Rendering
The execution model is in blender-core. Scene lighting and cameras are in blender-lighting-lookdev.
One call
Presets: preview (Cycles 64 spp, threshold 0.05, 50% res; EEVEE 16), final (512 spp, 0.01; EEVEE 128 + raytracing), product (1024 spp, transparent background). GPU is picked automatically (OptiX > CUDA > HIP > Metal > oneAPI), and the denoiser matches (OptiX or OpenImageDenoise).
Engine choice
| Engine | Use | Notes | |
|---|---|---|---|
| Cycles | final quality, product, archviz, glass/SSS/caustics, baking | path tracer; set the GPU; adaptive sampling + denoise | |
| EEVEE (5.x, ex-"Next") | fast look-dev, stylized, motion graphics, previews | ray-traced reflections/GI (use_raytracing), virtual shadow maps; needs a GPU even headless | |
| Workbench | playblasts, clay/matcap reviews, QA sheets | instant, no lighting accuracy |
Engine ids: CYCLES, BLENDER_EEVEE, BLENDER_WORKBENCH.
Cycles quality levers (ordered by impact)
- Adaptive sampling (
adaptive_threshold0.01 final / 0.05 preview) + denoise (OIDN with albedo+normal passes,denoising_input_passes="RGB_ALBEDO_NORMAL"). Raising samples alone is the least efficient fix. - Light paths: interiors need diffuse bounces ≥ 4. Product shots: total 12, glossy 4, transmission 8–12 for glass. Clamp indirect 5–10 kills fireflies at a small energy cost.
- Light tree (
use_light_tree, on) for many lights. Path guiding (CPU only) for difficult indirect light. - Fewer, larger lights beat many small ones. Emissive meshes are noisier than area lights.
- Persistent data (
render.use_persistent_data) speeds up animations and turntables. Usesimplify(max subdivision, texture limit) for previews. - 5.2: texture cache (
render.use_texture_cache,use_auto_generate_texture_cache) cuts memory in texture-heavy scenes by generating.txmip tiles.
Color management (decide once per project)
- AgX (default): photographic, handles bright highlights. Looks:
AgX - Punchy,- Base Contrast... - Khronos PBR Neutral: shows albedo faithfully. Use it for product/e-commerce and asset reviews, and to match three.js
NeutralToneMapping. - Standard: graphics/UI/texture output that must match pixel values.
- ACES 1.3 / 2.0: VFX pipelines (plates, other DCCs).
- Use exposure (
view_settings.exposure), not light power, for global brightness tweaks. Display device sRGB, or Display P3 / Rec.2100 for HDR delivery.
Output formats
- Stills: PNG 8/16-bit (RGBA when the film is transparent) or JPEG for web previews.
- Comp/VFX: EXR multilayer (
EXR_MULTI, DWAA 16-bit) with passes (Denoising Data, Cryptomatte, AO, Mist, Z). 5.0 renamed passes:Diffuse Color,Depth, etc. - Video: render frames first (PNG/EXR), then encode (FFmpeg or the VSE), because a crash mid-MP4 loses everything. Direct MP4 is fine for previews. Set
image_settings.media_typebeforefile_format(5.0+). - Transparent:
film_transparent=True+ PNG/EXR. A glass-only alpha needsfilm_transparent_glass.
Compositor (5.0+ API)
There's no Composite node anymore: the group output is the final image. Many node options are now input sockets (Glare Type, Threshold, Strength), so --describe them with blender-geometry-nodes/scripts/gn_builder.py. File Output node: directory, file_name, file_output_items.
CLI rendering (render farms, CI)
blender -b scene.blend -E CYCLES -o //out/frame_#### -F PNG -s 1 -e 120 -arenders an animation.-f 10renders a single frame. Python args go after--.-- --cycles-device OPTIX(or CUDA/HIP/METAL/ONEAPI) selects the device without Python.- Split frames across machines with
-s/-e, or with Placeholders + No Overwrite (render.use_placeholder,use_overwrite=False) on shared storage.
Gotchas
scene.render.engineenum under-reports (add-on engines). Assign in try/except (the script does).- EEVEE in background still needs a GPU context. In CI without a GPU, use Cycles CPU or Workbench.
bpy.ops.render.render(write_still=True)writesrender.filepath. Withoutwrite_still, the result only lives inRender Result.- Noise in glass/caustics: enable caustics only if needed (
caustics_refractive), raise transmission bounces, or fake it with Thin Wall (5.2) for windows. - Fireflies: clamp indirect, a filter glossy / blur glossy (
blur_glossy0.5–1), and bigger light sources.
Security
- Security scanPassed, 90 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/blender-rendering/SKILL.md
Popularity
- 7-day trend score
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Extension points
pluginCustom plugin integration
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