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cccskills
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rendering

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。

集成工具Blender
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包含的文件(3)

  • SKILL.md4.6 KB
  • references/npr-rendering.md897 B
  • references/render-passes.md1002 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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

EngineUse When
CyclesFinal quality, realistic, portfolio
EeveeReal-time preview, stylized, game look dev
Eevee NextImproved real-time quality (Blender 4+)

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

SettingPreviewProduction
Samples64–128512–2048
DenoiseOpenImageDenoiseOpenImageDenoise
Max bounces812
CausticsOff (default)On if glass/water hero

Eevee Settings

SettingValue
Screen Space ReflectionsOn for metals
Ambient OcclusionOn
BloomStylized/ emissive scenes
Shadow resolution2048+
Contact ShadowsGround contact

Render Passes

PassUse
CombinedFinal composite
Diffuse Direct/IndirectRelighting
GlossyReflection control
NormalCompositing effects
AOContact shadow enhancement
Z (Depth)DOF, fog in comp
CryptomatteObject masking
EmissionScreen glow effects

Color Management

View Transform: AgX (Blender 4+) or Filmic
Look: Medium Contrast (default) or High Contrast (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

Reference Image Validation

When matching a photo/concept (../references/reference-image-match.md):

SettingReference match
Hero cameraMatch reference angle before grading
AgX LookBase Contrast default; High Contrast if reference is punchy
Exposure0.15–0.45 typical; hull must read, not clip white
Preview playbackEEVEE, motion blur off, taa_samples 1–8
Final stillRender at hero CAM_* — compare to reference
Compare toolget_viewport_screenshot or bpy render still

Run ../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

  • 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

TopicReferenceLoad When
Pass compositingreferences/render-passes.mdMulti-pass output
NPR/stylized renderreferences/npr-rendering.mdStylized-style projects
Reference image match../references/reference-image-match.mdPhoto/concept attached
Visual match validation../references/visual-match-checklist.mdBefore delivery

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