
blender-rendering
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.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/el4cteo/blender-skills --skill blender-rendering- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads blender-rendering automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
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.
FAQ
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 https://github.com/el4cteo/blender-skills --skill blender-rendering in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/blender-rendering/ (personal) or .claude/skills/blender-rendering/ (project).
Which AI agents can use blender-rendering?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is blender-rendering safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains blender-rendering?
It is published by el4cteo in el4cteo/blender-skills. It has 87 recorded installs.
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