SuperAPI AI Directory

blender-syntax-rendering

Design & creation

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Updated 10-15 22:17

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blender-syntax-rendering

Quick Reference

Critical Warnings

NEVER use 'BLENDER_EEVEE' in Blender 4.2-4.4 — the identifier is 'BLENDER_EEVEE_NEXT' in those versions.

NEVER call bpy.ops.render.render() without write_still=True for still images — the render completes but the image is never saved to disk.

NEVER set Cycles GPU device without calling cycles_prefs.get_devices() first — the device list is empty until explicitly refreshed.

NEVER use scene.use_nodes = True in Blender 5.0+ — the compositor is always active; the attribute is deprecated.

NEVER use scene.node_tree in Blender 5.0+ — use scene.compositing_node_group instead.

NEVER use eevee.use_gtao in Blender 5.0+ — use view_layer.eevee.ambient_occlusion_distance instead.

ALWAYS use the version-safe EEVEE selection pattern when targeting multiple Blender versions.

EEVEE Engine Identifier Matrix

Blender Version Engine Identifier Notes
3.0 - 4.1 'BLENDER_EEVEE' Original EEVEE
4.2 - 4.4 'BLENDER_EEVEE_NEXT' Rewritten EEVEE engine
5.0+ 'BLENDER_EEVEE' Identifier reverted to original

Render Engine Decision Tree

What render engine does the task require?
├── Photo-realistic / ray-traced → CYCLES
│   └── GPU available?
│       ├── Yes → cycles.device = 'GPU' (call get_devices() first)
│       └── No  → cycles.device = 'CPU'
├── Real-time / fast preview → EEVEE (use version-safe pattern)
│   └── Blender version?
│       ├── 3.x / 4.0-4.1 / 5.0+ → 'BLENDER_EEVEE'
│       └── 4.2 - 4.4            → 'BLENDER_EEVEE_NEXT'
└── Solid/wireframe viewport look → WORKBENCH
    └── scene.render.engine = 'BLENDER_WORKBENCH'

Render Pass Names (5.0 Changes)

Old Name (3.x / 4.x) New Name (5.0+)
"DiffCol" "Diffuse Color"
"GlossCol" "Glossy Color"
"TransCol" "Transmission Color"
"IndexMA" "Material Index"
"IndexOB" "Object Index"
"Z" "Depth"

Essential Patterns

Pattern 1: Version-Safe EEVEE Selection

ALWAYS use this pattern when targeting multiple Blender versions:

# Blender 3.x / 4.x / 5.x: Version-safe EEVEE selection
import bpy
scene = bpy.context.scene

if bpy.app.version >= (5, 0, 0):
    scene.render.engine = 'BLENDER_EEVEE'
elif bpy.app.version >= (4, 2, 0):
    scene.render.engine = 'BLENDER_EEVEE_NEXT'
else:
    scene.render.engine = 'BLENDER_EEVEE'

Pattern 2: Render Settings Configuration

# Blender 3.x / 4.x / 5.x: Configure render output
scene = bpy.context.scene
render = scene.render

# Resolution
render.resolution_x = 1920
render.resolution_y = 1080
render.resolution_percentage = 100  # Scale factor (1-100)

# Output format
render.image_settings.file_format = 'PNG'   # 'PNG','JPEG','OPEN_EXR','TIFF','BMP'
render.image_settings.color_mode = 'RGBA'   # 'BW', 'RGB', 'RGBA'
render.image_settings.color_depth = '16'    # '8', '16', '32' (format-dependent)
render.image_settings.compression = 15      # PNG compression (0-100)

# Output path
render.filepath = "/tmp/render_output/frame_"

# Frame range
scene.frame_start = 1
scene.frame_end = 250
scene.frame_step = 1
render.fps = 24

Pattern 3: Cycles Configuration

# Blender 3.x / 4.x / 5.x: Cycles setup
scene.render.engine = 'CYCLES'
cycles = scene.cycles

# Device selection
cycles.device = 'GPU'  # 'CPU' or 'GPU'

# Sampling
cycles.samples = 256
cycles.preview_samples = 64
cycles.use_adaptive_sampling = True
cycles.adaptive_threshold = 0.01

# Denoiser
cycles.use_denoising = True
cycles.denoiser = 'OPENIMAGEDENOISE'  # 'OPENIMAGEDENOISE' or 'OPTIX'

# Light paths
cycles.max_bounces = 12
cycles.diffuse_bounces = 4
cycles.glossy_bounces = 4
cycles.transmission_bounces = 12
cycles.transparent_max_bounces = 8

Pattern 4: Cycles GPU Setup

ALWAYS call get_devices() before enabling GPU devices:

# Blender 3.x / 4.x / 5.x: Cycles GPU configuration
prefs = bpy.context.preferences
cycles_prefs = prefs.addons['cycles'].preferences

# Set compute type FIRST
cycles_prefs.compute_device_type = 'CUDA'  # 'CUDA','OPTIX','HIP','ONEAPI','METAL'

# ALWAYS refresh device list before enabling
cycles_prefs.get_devices()

# Enable all available devices
for device in cycles_prefs.devices:
    device.use = True

Pattern 5: Camera Creation and Configuration

# Blender 3.x / 4.x / 5.x: Camera setup
cam_data = bpy.data.cameras.new("RenderCamera")
cam_obj = bpy.data.objects.new("RenderCamera", cam_data)
bpy.context.collection.objects.link(cam_obj)  # REQUIRED: link to collection

# Set as active scene camera
scene.camera = cam_obj

# Lens
cam_data.type = 'PERSP'        # 'PERSP', 'ORTHO', 'PANO'
cam_data.lens = 35.0            # Focal length in mm (perspective only)
cam_data.ortho_scale = 10.0     # Orthographic scale (ortho only)

# Clipping
cam_data.clip_start = 0.1
cam_data.clip_end = 1000.0

# Position and orientation
cam_obj.location = (10.0, -10.0, 8.0)
cam_obj.rotation_euler = (1.1, 0.0, 0.785)

Pattern 6: Depth of Field

# Blender 3.x / 4.x / 5.x: Depth of field
cam_data.dof.use_dof = True
cam_data.dof.focus_object = bpy.data.objects.get("FocusTarget")
cam_data.dof.aperture_fstop = 2.8

# Sensor settings
cam_data.sensor_width = 36.0   # mm
cam_data.sensor_height = 24.0  # mm

Common Operations

Render a Still Image

# Blender 3.x / 4.x / 5.x: Render and save a still image
scene = bpy.context.scene
scene.render.filepath = "/tmp/output.png"
scene.render.image_settings.file_format = 'PNG'
bpy.ops.render.render(write_still=True)  # write_still=True is REQUIRED

Render an Animation

# Blender 3.x / 4.x / 5.x: Render animation sequence
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = 250
scene.render.filepath = "/tmp/renders/anim_"
bpy.ops.render.render(animation=True)

Batch Render Multiple Cameras

# Blender 3.x / 4.x / 5.x: Batch render from all cameras
import bpy

scene = bpy.context.scene
cameras = [obj for obj in bpy.data.objects if obj.type == 'CAMERA']

for cam in cameras:
    scene.camera = cam
    scene.render.filepath = f"/tmp/renders/{cam.name}_"
    bpy.ops.render.render(write_still=True)

Headless Rendering (Command Line)

# Render with a script (no GUI)
blender --background scene.blend --python render_script.py
# render_script.py
import bpy
scene = bpy.context.scene
scene.render.filepath = "/tmp/headless_render.png"
bpy.ops.render.render(write_still=True)

Create Light Sources

# Blender 3.x / 4.x / 5.x: Light types
# Point light
point_data = bpy.data.lights.new("PointLight", type='POINT')
point_data.energy = 1000.0      # Watts
point_data.shadow_soft_size = 0.25
point_data.color = (1.0, 0.95, 0.9)
point_obj = bpy.data.objects.new("PointLight", point_data)
bpy.context.collection.objects.link(point_obj)

# Sun light
sun_data = bpy.data.lights.new("SunLight", type='SUN')
sun_data.energy = 5.0
sun_data.angle = 0.00918  # Angular diameter in radians

# Area light
area_data = bpy.data.lights.new("AreaLight", type='AREA')
area_data.shape = 'RECTANGLE'  # 'SQUARE','RECTANGLE','DISK','ELLIPSE'
area_data.size = 2.0
area_data.size_y = 1.0         # Only for RECTANGLE/ELLIPSE
area_data.energy = 500.0

# Spot light
spot_data = bpy.data.lights.new("SpotLight", type='SPOT')
spot_data.spot_size = 0.785    # Cone angle in radians
spot_data.spot_blend = 0.15    # Soft edge (0=hard, 1=fully soft)

Light Type Reference

Type String Use Case
Point 'POINT' Omnidirectional (lamps, bulbs)
Sun 'SUN' Directional (exteriors); position irrelevant, only rotation matters
Spot 'SPOT' Cone-shaped (stage lighting, flashlights)
Area 'AREA' Surface-emitting (soft shadows, interiors)

EEVEE-Specific Settings (Version-Dependent)

# Blender 4.2+: EEVEE settings via scene.eevee
eevee = scene.eevee

# Shadows
eevee.shadow_cube_size = '1024'
eevee.shadow_cascade_size = '2048'

# Ray tracing (4.2+)
eevee.ray_tracing_method = 'SCREEN'  # 'SCREEN' or 'PROBE'

# Ambient Occlusion
# Blender 4.x:
#   eevee.use_gtao = True            # REMOVED in 5.0
#   eevee.gtao_distance = 1.0        # REMOVED in 5.0
# Blender 5.0+:
#   view_layer.eevee.ambient_occlusion_distance = 1.0

Compositor Node Access (Version-Dependent)

# Blender 3.x / 4.x: Compositor node tree
scene.use_nodes = True           # Enable compositor  (DEPRECATED in 5.0)
tree = scene.node_tree           # Access node tree   (REMOVED in 5.0)

# Blender 5.0+: Compositor node group
tree = scene.compositing_node_group  # New accessor

Reference Links

Official Sources