blender-rendering
Skill779 starsChanged 14 days agoMITView on GitHub
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.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- keysforthewin/thisofficetheir own version, first seen Jul 24, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- keysforthewin/thisoffice★ 0same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository29 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- blender-addon-developmentSkill
- blender-animationSkill
- blender-asset-qaSkill
- blender-character-riggingSkill
- blender-clothingSkill
- blender-coreSkill
- blender-environment-kitsSkill
- blender-export-pipelinesSkill
- blender-facial-shapekeysSkill
- blender-game-optimizationSkill
- blender-geometry-nodesSkill
- blender-hair-groomingSkill
- blender-hardsurface-modelingSkill
- blender-lighting-lookdevSkill
- blender-pbr-materialsSkill
- blender-pipeline-automationSkill
- blender-retopology-uvSkill
- blender-scene-setupSkill
- blender-sculptingSkill
- blender-simulationSkill
- blender-stylized-nprSkill
- blender-texture-bakingSkill
- blender-texturingSkill
- blender-time-of-daySkill
- blender-video-editingSkill
- blender-weather-fxSkill
- blender-workflow-recipesSkill
The file
We split this skill into the rules it gives an agent
1 rule. About 0 are common, 0 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 43
Use exposure (view_settings.exposure), not light power, for global brightness tweaks.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Rendering
The execution model is in blender-core. Scene lighting and cameras are in blender-lighting-lookdev.
One call
scripts/render_batch.py -- --engine CYCLES --preset final --res 1920 1080 --out //render/hero_#### --frames 1
scripts/render_batch.py -- --preset preview --frames 1-120 --format MP4 --out //render/turntable
scripts/render_batch.py -- --cameras CamA CamB CamC --format EXR_MULTI --out //render/shots/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)
ng = bpy.data.node_groups.new("Comp", "CompositorNodeTree"); scene.compositing_node_group = ng
ng.interface.new_socket("Image", in_out="OUTPUT", socket_type="NodeSocketColor")
rl, glare, out = ng.nodes.new("CompositorNodeRLayers"), ng.nodes.new("CompositorNodeGlare"), ng.nodes.new("NodeGroupOutput")
ng.links.new(rl.outputs["Image"], glare.inputs["Image"]); ng.links.new(glare.outputs["Image"], out.inputs[0])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.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

