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EL4CTEO

Blender Rendering skill

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.

$npx skills add EL4CTEO/blender-skills --skill blender-rendering
View this skill on GitHubEL4CTEO/blender-skills/skills/blender-rendering/SKILL.md
Pack stars
952
Pack installs
9.6k
Alyn Score
60/99
Updated
3 days ago
License
MIT
– views – installs via Alyn

Install Blender Rendering

Pick your agent. Every command is ready to paste.

$npx skills add EL4CTEO/blender-skills --skill blender-rendering

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads blender-rendering when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the blender-rendering skill”. In Codex, type $blender-rendering.

The skill itself

SKILL.md

FolderGitHub

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)

  1. Adaptive sampling (adaptive_threshold 0.01 final / 0.05 preview) + denoise (OIDN with albedo+normal passes, denoising_input_passes="RGB_ALBEDO_NORMAL"). Raising samples alone is the least efficient fix.
  2. 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.
  3. Light tree (use_light_tree, on) for many lights. Path guiding (CPU only) for difficult indirect light.
  4. Fewer, larger lights beat many small ones. Emissive meshes are noisier than area lights.
  5. Persistent data (render.use_persistent_data) speeds up animations and turntables. Use simplify (max subdivision, texture limit) for previews.
  6. 5.2: texture cache (render.use_texture_cache, use_auto_generate_texture_cache) cuts memory in texture-heavy scenes by generating .tx mip 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_type before file_format (5.0+).
  • Transparent: film_transparent=True + PNG/EXR. A glass-only alpha needs film_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 -a renders an animation. -f 10 renders 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.engine enum 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) writes render.filepath. Without write_still, the result only lives in Render 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_glossy 0.5–1), and bigger light sources.

Tips for Blender Rendering

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
  • • It is part of a pack with 28 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Blender Rendering

What does the Blender Rendering skill do?

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.

How do I install Blender Rendering?

Run "npx skills add EL4CTEO/blender-skills --skill blender-rendering" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Blender Rendering work in Cursor and Codex?

Yes. Blender Rendering uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Blender Rendering free?

Blender Rendering is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.

Who made Blender Rendering?

Blender Rendering is published by EL4CTEO in the EL4CTEO/blender-skills repository, together with 27 other skills.

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