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/rendering

Blender rendering with Cycles and Eevee including sampling, denoising, camera setup, render passes, color management, and render optimization. Use for final output and look validation via MCP.

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blender-skills
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Install
$ npx -y skills add arjun988/blender-skills --skill rendering --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/rendering

Context preview

The summary Claude sees to decide when to auto-load this skill.

Blender rendering with Cycles and Eevee including sampling, denoising, camera setup, render passes, color management, and render optimization. Use for final output and look validation via MCP.

SKILL.md

rendering.SKILL.md
name: rendering
description: Blender rendering with Cycles and Eevee including sampling, denoising, camera setup, render passes, color management, and render optimization. Use for final output and look validation via MCP.
license: MIT
metadata:
  author: https://github.com/arjun988
  version: "1.0.0"
  domain: blender
  role: specialist
  triggers: render, Cycles, Eevee, sampling, denoise, camera, render pass, color management, output
  related-skills: lighting, materials, realistic-style, stylized-style

Rendering

Appropriate engine selection. Optimized settings. Production render passes.

When to Use

  • Final portfolio/cinematic renders
  • Look development validation
  • Render pass output for compositing
  • Game asset preview renders (Turntable)
  • Style validation (realistic vs stylized)

Engine Selection

| Engine | Use When | |--------|----------| | Cycles | Final quality, realistic, portfolio | | Eevee | Real-time preview, stylized, game look dev | | Eevee Next | Improved real-time quality (Blender 4+) |

Workflow

Camera Setup → Render Settings → Sample Tests → Full Render
    → Pass Output → Color Management → Delivery

Camera Setup

Naming: `CAM_[Shot]_[Number]`

  • Focal length: 35mm (environment), 85mm (hero detail), 24mm (wide horror)
  • Depth of field: subject distance focused
  • Composition: rule of thirds; leading lines
  • Turntable: empty parent rotating 360° for asset preview

Cycles Settings

| Setting | Preview | Production | |---------|---------|------------| | Samples | 64–128 | 512–2048 | | Denoise | OpenImageDenoise | OpenImageDenoise | | Max bounces | 8 | 12 | | Caustics | Off (default) | On if glass/water hero |

Eevee Settings

| Setting | Value | |---------|-------| | Screen Space Reflections | On for metals | | Ambient Occlusion | On | | Bloom | Stylized/ emissive scenes | | Shadow resolution | 2048+ | | Contact Shadows | Ground contact |

Render Passes

| Pass | Use | |------|-----| | Combined | Final composite | | Diffuse Direct/Indirect | Relighting | | Glossy | Reflection control | | Normal | Compositing effects | | AO | Contact shadow enhancement | | Z (Depth) | DOF, fog in comp | | Cryptomatte | Object masking | | Emission | Screen glow effects |

Color Management

View Transform: AgX (Blender 4+) or Filmic
Look: Medium Contrast (default) or High Contrast (dramatic)
Exposure: Adjust in compositor, not by blowing lights

Render Optimization

  • Use render region for test crops
  • Adaptive sampling (Cycles)
  • Disable unseen objects in render layers
  • GPU rendering default when available
  • Persistent data for animation sequences

Asset Turntable Template

1. CAM_Turntable at 3/4 height, 45° angle
2. Empty at asset origin → rotate animation 0–360° (120 frames)
3. 3-point lighting rig
4. Render 1280×1280 or project-specified resolution
5. Output PNG sequence or MP4

Reference Image Validation

When matching a photo/concept (`../references/reference-image-match.md`):

| Setting | Reference match | |---------|-----------------| | Hero camera | Match reference angle before grading | | AgX Look | Base Contrast default; High Contrast if reference is punchy | | Exposure | 0.15–0.45 typical; hull must read, not clip white | | Preview playback | EEVEE, motion blur off, `taa_samples` 1–8 | | Final still | Render at hero `CAM_*` — compare to reference | | Compare tool | `get_viewport_screenshot` or bpy render still |

Run `../references/visual-match-checklist.md` before delivery.

MCP Integration

1. Configure render engine settings via MCP 2. Setup camera via MCP 3. Trigger test render via MCP if supported 4. Query render settings validation 5. Set output paths via MCP

Constraints

MUST DO

  • Match render engine to project style
  • **Screenshot or render compare** when reference image was provided
  • Use denoising for Cycles production renders
  • Setup color management before final render
  • Render validation turntable for hero assets
  • Organize cameras in `COL_Cameras`

MUST NOT DO

  • Production render without sample test
  • Ignore color management (sRGB vs Linear)
  • Render at excessive resolution without purpose
  • Skip render passes when compositing planned
  • Use Cycles for real-time game preview needs

Reference Guide

| Topic | Reference | Load When | |-------|-----------|-----------| | Pass compositing | `references/render-passes.md` | Multi-pass output | | NPR/stylized render | `references/npr-rendering.md` | Stylized-style projects | | Reference image match | `../references/reference-image-match.md` | Photo/concept attached | | Visual match validation | `../references/visual-match-checklist.md` | Before delivery |

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