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
By roble3 · 497 installs
npx skills add roble3/cc-blender-skill --skill blender-rendering
Source repository · Upstream listing
MCP backend
Use when: Any image or animation render output request in Blender.
Before the first Blender call, read [../text to blender/references/mcp backends.md](../text to blender/references/mcp backends.md). Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent host guide.
Blender Rendering
Render efficiently. The defaults are wrong for production; the recipes below are tuned for the common cases.
Engine decision tree
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)
Recipe 2 — Cycles draft preset (faster iteration)
Recipe 3 — EEVEE preset
Removed options are reported, not treated as enabled. In newer EEVEE, use supported
ray tracing settings for reflections/refraction and compositor Glare for requested
glow; consult the installed API or reference look calibration before changing look.
This preset does not silently create or overwrite a compositor setup.
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
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.
After this, verify with the shell tool: ls la /tmp/output hero.png — confirm file exists and report size.
Recipe 6 — Render an animation as PNG sequence
Pro pattern : render to PNG sequence, then encode to MP4 with ffmpeg afterward:
Recipe 7 — Performance tuning for slow renders
Recipe 8 — Configure GPU compute device (one time)
This is a Blender preference — only needs to run once per machine.
Sample count guide
Scene type Samples Why
Outdoor, direct sun 64–128 Mostly direct light
General product/portrait 256 Standard quality
Indoor with bounce 512 More indirect = more noise
Caustics, glass, complex SSS 1024–2048 Hardest to converge
Always pair with denoising. 256 samples + denoise ≈ 4096 raw samples in visual quality.
Common pitfalls
Symptom Fix
Error: Cannot render, no camera scene.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
Render takes hours Reduce samples; enable adaptive; lower bounces
Cycles GPU not used Configure compute device in preferences (Recipe 8)
Render direct to MP4 lost on crash Render PNG sequence, encode after
Standard view transform → blown highlights Use AgX or Filmic
Glass renders black Increase transmission bounces (16+)
EEVEE missing reflections Add Reflection Plane / Cubemap probes
Animation flickers between frames Use persistent data; consider temporal denoising
Output file empty / nothing rendered Set scene.render.filepath first; check write still=True for stills
When to load references/overview.md
Load when:
Need detailed engine comparison (Cycles vs EEVEE feature matrix)
Tuning light paths for specific scene types (caustics, foliage, hair)
Light groups for re lighting in compositor
AOV / custom render passes
Distributed / farm rendering
The reference covers: full Cycles vs EEVEE matrix, sample count guides per scene, denoiser comparison (OptiX vs OIDN), light path bounce tuning, color management deep dive, and animation rendering best practices.