cycles-vs-eevee-decision
Skill3 starsChanged 6 months agoMITView on GitHub
Pick Cycles, Eevee, or Workbench for a render based on quality bar, time budget, and feature requirements (caustics, subsurface, etc.). Note: Eevee was named Eevee Next on Blender 4.2-4.x only.
In this repository49 other files it gives its agents.
- AGENTS.mdAGENTS.md
- acceptance-criteria-builderSkill
- asset-discoverySkill
- asset-fallback-strategySkill
- asset-library-planSkill
- asset-license-checkerSkill
- asset-style-checkSkill
- blender-brainstormingSkill
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- blendops-helpSkill
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- character-portraitSkill
- cli-appendix-job-outlineSkill
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- environment-shotSkill
- glb-animation-handoffSkill
- glb-web-handoffSkill
- intent-to-3d-brief-writerSkill
- interior-sceneSkill
- lighting-material-planSkill
- lighting-quality-checkerSkill
- material-quality-checkerSkill
- mobile-glb-budgetSkill
- output-format-decisionSkill
- pack-prerequisite-checkerSkill
- path-one-host-outlineSkill
- plain-language-responseSkill
- polycount-budget-checkerSkill
- pre-handoff-verificationSkill
- preview-reportSkill
- product-grid-scene-plannerSkill
- product-hero-scene-plannerSkill
- r3f-component-planSkill
- recipe-fit-assessorSkill
- render-export-evidenceSkill
- resolution-aspect-decisionSkill
- runtime-attempt-reportSkill
- runtime-path-pickerSkill
- runtime-readinessSkill
- runtime-setupSkill
- scene-readinessSkill
- scope-guardSkill
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- <skill-name>Skill
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The file
We split this skill into the rules it gives an agent
11 rules. About 0 are common, 4 are distinctive, and 7 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈4
Distinctive · estimate
This author's own choices. Worth a look.
7
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 20
when feature support drives engine choice
- Distinctive: line 21
when time vs quality tradeoff matters
- Distinctive: line 22
when previous render was wrong engine
- Very specific: line 103
If specifying an internal Blender engine token for Eevee, use BLENDER_EEVEE on Blender 4.0–4.1 and 5.x, and BLENDER_EEVEE_NEXT on Blender …
- Very specific: line 189
Use Eevee for fast lookdev/iteration and Cycles for final path-traced hero delivery when both speed and physical accuracy matter.
- Very specific: line 190
Always use current Eevee naming, noting Eevee Next (BLENDER_EEVEE_NEXT) only when targeting Blender 4.2–4.x.
- Very specific: line 191
Keep this decision strictly to engine + samples + GPU device + caveats—leave denoiser specifics, tile sizes, color management, output …
- Distinctive: line 240
Never run Blender or execute a render or preview render.
- Very specific: line 241
Never configure denoiser specifics, tile sizes, light probe volumes, or render-setting optimizations beyond engine + samples + GPU device + …
- Very specific: line 242
Never decide color management (color-management-decision), container/codec (output-format-decision), or resolution/aspect …
- Very specific: line 243
Never verify rendered files (render-export-evidence).
≈ “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
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 / flat clay).
- Evaluate required rendering features (caustics / subsurface scattering / volumetrics / global illumination accuracy).
- Evaluate time budget per frame and available hardware.
- Pick the engine:
Cycles,Eevee, orWorkbench(note: Eevee used the name Eevee Next and tokenBLENDER_EEVEE_NEXTon Blender 4.2–4.x only; it isEeveewith tokenBLENDER_EEVEEon 4.0–4.1 and 5.x). - Pin the 4-item engine record: engine + samples + GPU device (if applicable) + caveats.
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
<!-- blendops:generated:start exclusions -->- for a known repeat render (engine already chosen) → use
../lighting-material-plan/SKILL.md(engine already chosen) - for non-render work (modeling / animation prep) → use
../output-format-decision/SKILL.md(modeling / animation prep)
<!-- blendops:generated:end exclusions -->Trigger phrases
<!-- blendops:generated:start triggers -->- "Cycles or Eevee"
- "what render engine"
- "is Eevee enough"
- "render is too slow"
<!-- blendops:generated:end triggers -->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 4-item engine record per use case:
- Engine (
Cycles/Eevee/Workbench, plus version tokenBLENDER_EEVEEfor 4.0–4.1 and 5.x orBLENDER_EEVEE_NEXTfor 4.2–4.x if a token is needed) - Samples (pinned target sample count from consumer/project spec or reference table)
- GPU device (pinned target compute device for the operator to set in scene render properties, or
CPUfallback) - Caveats (feature tradeoffs, time budget notes, hardware assumptions)
Secondary output
- Per-stream engine record if using a multi-engine workflow (for example,
Eeveefor lookdev preview andCyclesfor final hero render) - Evidence and truth-state block
Evidence / caveat output
Runtime status: Not Run
Artifact status: Not Produced
Evidence used: <project spec, hardware spec, or "none">
Limitations: <unconfirmed hardware/time budget, denoiser/render optimization deferred>Truth-state rule: Pinning an engine is a planning decision and never produces a render. Default to
Runtime status: Not RunandArtifact status: Not Produced. Truth states are downgrade-only and must never be upgraded by this skill.
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 the use case, required shading/lighting features, and per-frame time budget.
- Consult
references/engine-feature-matrix.mdto match feature requirements toCycles,Eevee, orWorkbench. - If specifying an internal Blender engine token for
Eevee, useBLENDER_EEVEEon Blender 4.0–4.1 and 5.x, andBLENDER_EEVEE_NEXTon Blender 4.2–4.x only. Never presentEevee Nextas the current name. - Pin target samples per
references/samples-by-quality.mdand GPU/CPU compute device perreferences/gpu-device-rules.md(without configuring denoisers, tile sizes, or engine-specific optimizations). - List caveats and set truth states to
Runtime status: Not RunandArtifact status: Not Produced. - Hand off sibling decisions (
color-management-decision,output-format-decision,resolution-aspect-decision) and post-render verification (render-export-evidence).
Decision tree
Need path-traced caustics, complex refraction, or physically accurate volumetric/indirect light?
→ Cycles
Final hero quality where time budget and GPU/CPU hardware allow path tracing?
→ Cycles
Real-time viewport preview, fast iteration, or lookdev?
→ Eevee (token: BLENDER_EEVEE on 4.0-4.1 & 5.x; BLENDER_EEVEE_NEXT on 4.2-4.x)
High-frame-count animation with a tight per-frame time budget where approximated GI is acceptable?
→ Eevee (or Cycles only if confirmed hardware + time budget accommodate path tracing)
Stylized / non-photorealistic raster look?
→ Eevee or Workbench
Pure flat silhouette, matcap, or clay check?
→ WorkbenchPlaybooks
Playbook A: Hero path-traced render
Pick Cycles, pin sample count from references/samples-by-quality.md and target GPU device from references/gpu-device-rules.md, and note time-budget caveats. Leave denoiser and advanced render-setting tuning out of scope.
Playbook B: Fast preview / lookdev pass
Pick Eevee (BLENDER_EEVEE on 4.0–4.1 and 5.x; BLENDER_EEVEE_NEXT on 4.2–4.x), pin preview sample count and GPU execution, and note global illumination approximation caveats.
Playbook C: Tight-budget multi-frame animation
Pick Eevee when per-frame time budget rules out path tracing and feature requirements do not mandate Cycles; document any refraction or indirect-lighting tradeoffs in Caveats.
Playbook D: Stylized or clay pass
Pick Eevee or Workbench based on whether shader evaluation (Eevee) or flat/matcap inspection (Workbench) is required; pin sample count and hardware target.
Mode handling
Text-only mode
Return the engine record (engine + samples + GPU device + caveats) with Runtime status: Not Run and Artifact status: Not Produced.
Runtime-ready mode
Return the exact same engine record with Runtime status: Not Run and Artifact status: Not Produced for the operator to apply in scene render properties. Never claim a render preview was run or verified; actual rendered file verification belongs to render-export-evidence.
Blocked runtime mode
Return the engine record, caveats, and truth states (Runtime status: Not Run, Artifact status: Not Produced).
Validation checklist
- Use case, feature needs, and time budget evaluated
- Engine chosen (
Cycles,Eevee, orWorkbench—never presentingEevee Nextas the current name) - Correct engine token used if version-specific token is referenced (
BLENDER_EEVEEon 4.0–4.1/5.x;BLENDER_EEVEE_NEXTon 4.2–4.x) - Samples and GPU/CPU device pinned without bundling denoiser or tile optimizations
- Caveats and downgrade-only truth states (
Not Run/Not Produced) included
Pass / Warn / Fail rubric
| Verdict | Criteria |
| Pass | Engine matches features + quality + time; samples appropriate; caveats explicit. |
| Warn | Borderline call (Eevee for hero with weak GI rendering); time budget tight. |
| Fail | Engine does not support required feature (Eevee for caustics); samples severely under-budget; "use Cycles" for animation that needs Eevee. |
Failure handling
- Required feature unsupported → switch to engine that supports it; reject the impossible config.
- Time budget impossible at chosen samples → either lower samples (Warn) or change engine.
- GPU not available → Cycles falls back to CPU (much slower); recommend Eevee for previews.
Troubleshooting
| Problem | Response |
Cycles exceeds per-frame time budget | Confirm GPU device is pinned over CPU, lower pinned sample target within quality tolerance, or switch non-final passes to Eevee. |
Eevee lacks required caustics or accurate refraction | Switch those shots to Cycles and document the per-frame time impact in Caveats. |
Indirect bounce lighting in Eevee misses hero realism bar | Switch the final pass to Cycles while keeping Eevee for lookdev iteration. |
Volumetric lighting lacks path-traced accuracy in Eevee | Pin Cycles for shots requiring physically accurate volumetric light transport. |
Best practices
- Use
Eeveefor fast lookdev/iteration andCyclesfor final path-traced hero delivery when both speed and physical accuracy matter. - Always use current
Eeveenaming, notingEevee Next(BLENDER_EEVEE_NEXT) only when targeting Blender 4.2–4.x. - Keep this decision strictly to
engine + samples + GPU device + caveats—leave denoiser specifics, tile sizes, color management, output format, and resolution to their dedicated skills or operator tuning. - Pass the pinned engine record downstream so
render-export-evidencecan record it alongside verified output artifacts after rendering.
Good examples
- "Use case: Hero product render requiring accurate glass refraction. Engine:
Cycles. Samples: pinned per project quality tier. GPU device: pinned to available hardware GPU. Caveats: higher per-frame render time thanEevee; denoiser specifics out of scope.Runtime status: Not Run,Artifact status: Not Produced."
Bad examples
- "Just use Cycles." — no context.
User-facing response template
Use case: <hero / preview / animation / lookdev / stylized>
Feature requirements: <caustics, SSS, volumetrics, GI, etc.>
Time budget per frame: <target time budget>
Blender version (if token needed): <4.0-4.1 / 4.2-4.x / 5.x>
Engine config:
Engine: <Cycles / Eevee / Workbench>
Engine token (if needed): <BLENDER_EEVEE (4.0-4.1, 5.x) / BLENDER_EEVEE_NEXT (4.2-4.x)>
Samples: <pinned sample count>
GPU device: <pinned GPU device or CPU fallback>
Caveats: <tradeoffs, time/hardware assumptions>
Runtime status: Not Run
Artifact status: Not Produced
Evidence used: <spec inputs or "none">
Limitations: <known gaps; denoiser and render-setting optimization out of scope>
Next: color-management-decision -> resolution-aspect-decision -> output-format-decision -> render-export-evidenceAnti-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
<!-- blendops:generated:start handoffs -->- [upstream_reference] Lighting and material setup aligned with engine choice →
../lighting-material-plan/SKILL.md - [upstream_reference] Color configuration decision →
../color-management-decision/SKILL.md - [progression] Output container / codec decision →
../output-format-decision/SKILL.md - [upstream_reference] Render resolution and aspect ratio decision →
../resolution-aspect-decision/SKILL.md - [progression] Post-render output verification →
../render-export-evidence/SKILL.md
<!-- blendops:generated:end handoffs -->Non-goals
- Never run Blender or execute a render or preview render.
- Never configure denoiser specifics, tile sizes, light probe volumes, or render-setting optimizations beyond
engine + samples + GPU device + caveats. - Never decide color management (
color-management-decision), container/codec (output-format-decision), or resolution/aspect (resolution-aspect-decision). - Never verify rendered files (
render-export-evidence).
References
references/engine-feature-matrix.mdreferences/samples-by-quality.mdreferences/gpu-device-rules.md../../docs/skill-system.md
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