Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
中文简介正在准备中。当前显示原文说明。
Blender rendering with Cycles and Eevee including sampling, denoising, camera setup, render passes, color management, and render optimization. Use for final output and look validation via MCP.
中文简介正在准备中。当前显示原文说明。
安装前可以查看交给 AI 代理的指令内容。
Appropriate engine selection. Optimized settings. Production render passes.
| Engine | Use When |
|---|---|
| Cycles | Final quality, realistic, portfolio |
| Eevee | Real-time preview, stylized, game look dev |
| Eevee Next | Improved real-time quality (Blender 4+) |
Camera Setup → Render Settings → Sample Tests → Full Render
→ Pass Output → Color Management → Delivery
Naming: CAM_[Shot]_[Number]
| Setting | Preview | Production |
|---|---|---|
| Samples | 64–128 | 512–2048 |
| Denoise | OpenImageDenoise | OpenImageDenoise |
| Max bounces | 8 | 12 |
| Caustics | Off (default) | On if glass/water hero |
| Setting | Value |
|---|---|
| Screen Space Reflections | On for metals |
| Ambient Occlusion | On |
| Bloom | Stylized/ emissive scenes |
| Shadow resolution | 2048+ |
| Contact Shadows | Ground contact |
| 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 |
View Transform: AgX (Blender 4+) or Filmic
Look: Medium Contrast (default) or High Contrast (dramatic)
Exposure: Adjust in compositor, not by blowing lights
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
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.
COL_Cameras| 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 |
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Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
中文简介正在准备中。当前显示原文说明。
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.
中文简介正在准备中。当前显示原文说明。
Anime and cel-shaded art direction for Blender with hard color breaks, toon shaders, clean silhouettes, and anime proportion language.
中文简介正在准备中。当前显示原文说明。
Apocalyptic and dystopian world art direction for Blender including post-apocalyptic, zombie, alien invasion, post-human, dystopian, and utopian contrast sets.
中文简介正在准备中。当前显示原文说明。
Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP.
中文简介正在准备中。当前显示原文说明。
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.
中文简介正在准备中。当前显示原文说明。