SuperAPI AI Directory

rendering

Design & creation

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Updated 10-15 19:57

About this skill

Rendering

Appropriate engine selection. Optimized settings. Production render passes.

When to Use

  • Final portfolio/cinematic renders
  • Look development validation
  • Render pass output for compositing
  • Game asset preview renders (Turntable)
  • Style validation (realistic vs stylized)

Engine Selection

Engine Use When
Cycles Final quality, realistic, portfolio
Eevee Real-time preview, stylized, game look dev
Eevee Next Improved real-time quality (Blender 4+)

Workflow

Camera Setup → Render Settings → Sample Tests → Full Render
    → Pass Output → Color Management → Delivery

Camera Setup

Naming: CAM_[Shot]_[Number]

  • Focal length: 35mm (environment), 85mm (hero detail), 24mm (wide horror)
  • Depth of field: subject distance focused
  • Composition: rule of thirds; leading lines
  • Turntable: empty parent rotating 360° for asset preview

Cycles Settings

Setting Preview Production
Samples 64–128 512–2048
Denoise OpenImageDenoise OpenImageDenoise
Max bounces 8 12
Caustics Off (default) On if glass/water hero

Eevee Settings

Setting Value
Screen Space Reflections On for metals
Ambient Occlusion On
Bloom Stylized/ emissive scenes
Shadow resolution 2048+
Contact Shadows Ground contact

Render Passes

Pass Use
Combined Final composite
Diffuse Direct/Indirect Relighting
Glossy Reflection control
Normal Compositing effects
AO Contact shadow enhancement
Z (Depth) DOF, fog in comp
Cryptomatte Object masking
Emission Screen glow effects

Color Management

View Transform: AgX (Blender 4+) or Filmic
Look: Medium Contrast (default) or High Contrast (dramatic)
Exposure: Adjust in compositor, not by blowing lights

Render Optimization

  • Use render region for test crops
  • Adaptive sampling (Cycles)
  • Disable unseen objects in render layers
  • GPU rendering default when available
  • Persistent data for animation sequences

Asset Turntable Template

1. CAM_Turntable at 3/4 height, 45° angle
2. Empty at asset origin → rotate animation 0–360° (120 frames)
3. 3-point lighting rig
4. Render 1280×1280 or project-specified resolution
5. Output PNG sequence or MP4

Reference Image Validation

When matching a photo/concept (../references/reference-image-match.md):

Setting Reference match
Hero camera Match reference angle before grading
AgX Look Base Contrast default; High Contrast if reference is punchy
Exposure 0.15–0.45 typical; hull must read, not clip white
Preview playback EEVEE, motion blur off, taa_samples 1–8
Final still Render at hero CAM_* — compare to reference
Compare tool get_viewport_screenshot or bpy render still

Run ../references/visual-match-checklist.md before delivery.

MCP Integration

  1. Configure render engine settings via MCP
  2. Setup camera via MCP
  3. Trigger test render via MCP if supported
  4. Query render settings validation
  5. Set output paths via MCP

Constraints

MUST DO

  • Match render engine to project style
  • Screenshot or render compare when reference image was provided
  • Use denoising for Cycles production renders
  • Setup color management before final render
  • Render validation turntable for hero assets
  • Organize cameras in COL_Cameras

MUST NOT DO

  • Production render without sample test
  • Ignore color management (sRGB vs Linear)
  • Render at excessive resolution without purpose
  • Skip render passes when compositing planned
  • Use Cycles for real-time game preview needs

Reference Guide

Topic Reference Load When
Pass compositing references/render-passes.md Multi-pass output
NPR/stylized render references/npr-rendering.md Stylized-style projects
Reference image match ../references/reference-image-match.md Photo/concept attached
Visual match validation ../references/visual-match-checklist.md Before delivery