SuperAPI AI Directory

rendering

Design & creation

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Updated 10-31 12:23

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 (BLENDER_EEVEE) Real-time preview, stylized, game look dev; ray-traced reflections + virtual shadow maps in Blender 4.2+/5.x
Workbench Fast clay/QA renders, silhouette and topology checks

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
Ray tracing (eevee.use_raytracing) On for metals/glossy floors
Fast GI (eevee.use_fast_gi) On for contact occlusion (replaces legacy AO toggle)
Bloom Compositor Glare node, Type = Bloom (EEVEE bloom toggle removed in 4.2)
Shadows (eevee.use_shadows) On; lower light shadow_maximum_resolution (e.g. 0.001) for crisp hero shadows, shadow_filter_radius for softness
Light threshold / sample counts taa_render_samples 64+ for final

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 (default) | Khronos PBR Neutral (product accuracy) | Standard (stylized/pixel exact)
Look: "AgX - Base Contrast" (neutral) or "AgX - High Contrast" / "AgX - Punchy" (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

Scripts

Tested on Blender 5.2 LTS via the official Blender MCP. Run with execute_blender_code (or headless, see the blender-mcp-workflow skill); read the script header for every argument. When the user will paste code into Blender themselves, give them the short runpy call with the absolute path of this installed script and their ARGS. Don't inline or rewrite the script: the tested file is the point.

Script What it does
scripts/render_preset.py Apply a render preset (engine, samples, denoise, resolution, color management). Returns the previous values so the change can be reverted.
import runpy
result = runpy.run_path("<skill_dir>/scripts/render_preset.py", init_globals={"ARGS": {...}})["result"]

ARGS: preset, resolution_percentage, device

Reference Image Validation

When matching a photo/concept (blender-mcp-workflow skill → 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_screenshot_of_area_as_image("VIEW_3D") or bpy render still

Run blender-mcp-workflow skill → 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

  • Write code or snippets for Blender versions before 5.2, or add version fallbacks: this plugin targets 5.2+, and legacy branches teach users APIs that no longer exist
  • 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 blender-mcp-workflow skill → references/reference-image-match.md Photo/concept attached
Visual match validation blender-mcp-workflow skill → references/visual-match-checklist.md Before delivery