Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
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Cinematic and game VFX in Blender including smoke, fire, particles, trails, and Geometry Nodes FX setups via MCP.
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Review the instructions the agent will receive before you install.
Readable effects. Controlled simulation domains. Game sprites vs cinematic volumes.
Game real-time → Meshes/cards/ribbons + emissive mats (+ GN)
Cinematic → Mantaflow / particles / GN → render → comp
Hybrid → Sim in Blender → bake flipbooks/meshes for engine
Brief (silhouette + timing) → Proxy emitter → Sim/GN prototype
→ Art-direct motion → Materials/lights → Cache → Render/comp or export
| Type | Blender Approach |
|---|---|
| Smoke/fire | Mantaflow domain + flow; keep domain tight |
| Sparks | Particle Newtonian + collision + trail |
| Debris | Rigid body shards (physics-sim) |
| Magic ribbons | Curves / GN extrude + emissive |
| Dust hit | Short particle burst + soft sprites |
COL_FX_[Shot]FX_Emit_[Name]FX_Domain_[Name]| Topic | Reference | Load When |
|---|---|---|
| Fx Timing Brief | references/fx-timing-brief.md | When needed |
| Volume Domain Rules | references/volume-domain-rules.md | When needed |
| Game Fx Export | references/game-fx-export.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.
The English summary is being prepared. Showing the original description.