roble3/cc-blender-skill3 files

Blender Rendering

Render Blender scenes with the right engine and settings — Cycles for photoreal, EEVEE for speed/stylized, sample counts, denoising (OptiX/OIDN), light path tuning, color management (AgX/Filmic), file output (PNG/EXR/MP4), animation rendering. Use whenever the user asks to "render this", "produce an image", "render a frame / animation", "make a final image", "save the render", or any output-generation request. Make sure to use this skill even if the user does not say "render" — also covers "make a picture", "save the result", "produce a final image", "export as image".

Specification
Skill ID
roble3/cc-blender-skill/blender-rendering
Publisher
roble3
Repository
cc-blender-skill
Installs
0
Files
3
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

roble3/cc-blender-skill/blender-renderingInstalls these files
  • SKILL.md
  • evals/evals.json
  • references/overview.md

What this skill tells the agent

Blender Rendering

Render efficiently. The defaults are wrong for production; the recipes below are tuned for the common cases.

Engine decision tree

Need photoreal? Caustics? Accurate SSS? Glass-rich?
├── YES → Cycles (path tracer)
└── NO  → Need speed? Stylized look? Animation iteration?
          ├── YES → EEVEE
          └── NO  → Cycles (default fallback for photoreal)

Quick rule:

  • Stills, archviz, product, hero shots → Cycles
  • Animation previews, motion graphics, stylized → EEVEE

Reference-look handoff

If the goal is to match an original/reference image rather than make a generally attractive render, chain-load reference-look-calibration. It owns measurement of hue/saturation/value, object extent, glow/aura color, and before/after look metrics. This skill should then apply the requested material/lighting/render changes within that calibrated target.

Recipes

Recipe 1 — Cycles production preset (256 samples + denoise)

import bpy

scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.device = 'GPU'

# Sampling
scene.cycles.samples = 256
scene.cycles.use_adaptive_sampling = True
scene.cycles.adaptive_threshold = 0.01
scene.cycles.adaptive_min_samples = 32

# Denoising (recommended)
scene.cycles.use_denoising = True
scene.cycles.denoiser = 'OPENIMAGEDENOISE'   # safe default; switch to 'OPTIX' on NVIDIA RTX

# Light paths (defaults are reasonable; bump transmission for glass-rich scenes)
scene.cycles.max_bounces = 12
scene.cycles.transmission_bounces = 12

# Resolution
scene.render.resolution_x = 1920
scene.render.resolution_y = 1080
scene.render.resolution_percentage = 100

print('render:cycles_production_preset')

Recipe 2 — Cycles draft preset (faster iteration)

import bpy

scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.device = 'GPU'
scene.cycles.samples = 64
scene.cycles.use_adaptive_sampling = True
scene.cycles.adaptive_threshold = 0.05
scene.cycles.use_denoising = True
scene.render.resolution_percentage = 50    # half res for tests
print('render:cycles_draft')

Recipe 3 — EEVEE preset

import bpy

scene = bpy.context.scene

# Engine name changed across versions:
#   Blender ≤ 4.1:        'BLENDER_EEVEE'
#   Blender 4.2 only:     'BLENDER_EEVEE_NEXT' (transitional; replaced)
#   Blender ≥ 5.0:        'BLENDER_EEVEE' (the new EEVEE replaced the old)
# Try the new name first; fall back if it doesn't exist on this Blender.
try:
    scene.render.engine = 'BLENDER_EEVEE_NEXT'
except (TypeError, ValueError):
    scene.render.engine = 'BLENDER_EEVEE'

# EEVEE settings (eevee namespace exists in 4.x and 5.x)
if hasattr(scene, 'eevee'):
    scene.eevee.taa_render_samples = 64
    scene.eevee.taa_samples = 16
scene.eevee.use_gtao = True            # screen-space AO
scene.eevee.gtao_distance = 0.2
scene.eevee.use_bloom = True            # glow
scene.eevee.use_ssr = True              # screen-space reflections
scene.eevee.use_ssr_refraction = True   # for glass
scene.eevee.use_volumetric_lights = True
scene.render.resolution_x = 1920
scene.render.resolution_y = 1080
print('render:eevee_preset')

EEVEE limitations to know:

  • Reflections are screen-space (can't reflect what's off-screen) — workaround: place Reflection Plane / Cubemap probes
  • Same for refraction
  • Indirect light baked, not real-time — bake Light Probes for accurate bounce
  • No accurate caustics

Recipe 4 — Color management

import bpy

scene = bpy.context.scene

# View transform — controls the "look" mapping HDR → display
scene.view_settings.view_transform = 'AgX'         # default Blender 4.x; replaces Filmic
scene.view_settings.look = 'AgX - Medium High Contrast'

# Or: 'Filmic' (older but still supported), 'Standard' (oversaturates highlights)

scene.view_settings.exposure = 0.0
scene.view_settings.gamma = 1.0
print('render:colormanagement_AgX')

Rule: Never use 'Standard' for photographic output — it blows out highlights. AgX or Filmic almost always.

Recipe 5 — Render a single frame to PNG

⚠ `bpy.ops.render.render()` fails with `Error: Cannot render, no camera` if `scene.camera` is None. Always run the camera guard first. The guard auto-assigns the first CAMERA-type object if the scene has any, and raises a clear error otherwise.

import bpy

scene = bpy.context.scene

# Camera guard — required before every render
def ensure_camera(scene):
    if scene.camera is not None:
        return scene.camera.name
    cams = [o for o in bpy.data.objects if o.type == 'CAMERA']
    if not cams:
        raise RuntimeError("No camera in scene — add one before rendering")
    scene.camera = cams[0]
    return cams[0].name

cam_name = ensure_camera(scene)
print(f"camera:{cam_name}")

scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGBA'
scene.render.image_settings.color_depth = '16'    # 16-bit for compositing later
scene.render.filepath = '/tmp/output_hero.png'

bpy.ops.render.render(write_still=True)
print(f"render:saved {scene.render.filepath}")

After this, verify with Bash: ls -la /tmp/output_hero.png — confirm file exists and report size.

Recipe 6 — Render an animation as PNG sequence

import bpy

scene = bpy.context.scene

# Camera guard — same pattern as Recipe 5
def ensure_camera(scene):
    if scene.camera is not None:
        return scene.camera.name
    cams = [o for o in bpy.data.objects if o.type == 'CAMERA']
    if not cams:
        raise RuntimeError("No camera in scene — add one before rendering")
    scene.camera = cams[0]
    return cams[0].name

cam_name = ensure_camera(scene)
print(f"camera:{cam_name}")

scene.frame_start = 1
scene.frame_end = 240
scene.render.fps = 24

scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = '/tmp/anim/frame_'   # output: frame_0001.png, frame_0002.png, ...

# Resilience: keep partial work on crash
scene.render.use_placeholder = True
scene.render.use_overwrite = False

# Reuse mesh data between frames (faster)
scene.render.use_persistent_data = True

bpy.ops.render.render(animation=True)
print('render:animation_done')

Pro pattern: render to PNG sequence, then encode to MP4 with ffmpeg afterward:

ffmpeg -framerate 24 -i frame_%04d.png -c:v libx264 -pix_fmt yuv420p -crf 18 anim.mp4

Recipe 7 — Performance tuning for slow renders

import bpy

scene = bpy.context.scene

# 1. Cap subdivision in render
scene.render.use_simplify = True
scene.render.simplify_subdivision = 1
scene.render.simplify_subdivision_render = 2

# 2. Higher noise threshold (faster, more denoiser-dependent)
scene.cycles.adaptive_threshold = 0.05

# 3. Lower light path bounces (lose some realism)
scene.cycles.max_bounces = 8
scene.cycles.diffuse_bounces = 3
scene.cycles.glossy_bounces = 3
print('render:performance_tuned')

Recipe 8 — Configure GPU compute device (one-time)

import bpy

prefs = bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type = 'OPTIX'   # or 'CUDA', 'HIP' (AMD), 'METAL' (Mac)
for device in prefs.devices:
    device.use = True
print(f"gpu:{prefs.compute_device_type} devices:{len(prefs.devices)}")

This is a Blender preference — only needs to run once per machine.

Sample count guide

Scene typeSamplesWhy
Outdoor, direct sun64–128Mostly direct light
General product/portrait256Standard quality
Indoor with bounce512More indirect = more noise
Caustics, glass, complex SSS1024–2048Hardest to converge

Always pair with denoising. 256 samples + denoise ≈ 4096 raw samples in visual quality.

Common pitfalls

SymptomFix
Error: Cannot render, no camerascene.camera is None. Use the ensure_camera() guard at the top of Recipes 5/6 — it auto-assigns the first CAMERA object or raises a clear error if none exists

More from roble3

Use this skill in a project

Open any RiverX project, search the Skills panel for roble3/cc-blender-skill/blender-rendering, and install it in one click.

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