Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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Blender compositor workflows for beauty stacks, render passes, color grade, glare, and delivery outputs via MCP.
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Review the instructions the agent will receive before you install.
Pass-aware beauty stack. Subtle grade. Delivery-ready outputs.
Enable passes → Render multilayer EXR (or needed passes)
→ Compositor graph → Grade → FX (glare/fog glow)
→ Output viewer + File Output → Validate exposure
| Pass | Use |
|---|---|
| Beauty / Combined | Base |
| DiffCol / DiffDir / DiffInd | Relight flexibility |
| GlossDir / GlossCol | Spec control |
| Volume | Smoke/fire isolation |
| Cryptomatte Object/Material | Isolations |
| Mist | Depth grade / fog |
Combined
→ Exposure / Color Balance (AgX-aware)
→ Glare (fog glow / streaks sparingly)
→ Lens distortion (subtle)
→ Vignette (subtle)
→ Output
OUT_Beauty_[Shot]OUT_Alpha, OUT_CryptoID| Topic | Reference | Load When |
|---|---|---|
| Pass Stack | references/pass-stack.md | When needed |
| Grade Presets | references/grade-presets.md | When needed |
| Delivery Outputs | references/delivery-outputs.md | When needed |
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Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
The English summary is being prepared. Showing the original description.
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
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Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
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Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
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Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
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Validates and optimizes Blender assets for polycount, topology, UV efficiency, material count, naming, collections, and game-ready performance. Use before export on all production assets via MCP.
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