| name | blender-render-automation |
| description | Automate Blender rendering from the command line. Use when the user wants to set up renders, batch render scenes, configure Cycles or EEVEE, set up cameras and lights, render animations, create materials and shaders, or build a render pipeline with Blender Python scripting. |
| license | Apache-2.0 |
| compatibility | Requires Blender 3.0+. GPU rendering requires compatible CUDA, OptiX, or HIP device. Run: blender --background --python script.py |
| metadata | {"author":"terminal-skills","version":"1.0.0","category":"automation","tags":["blender","rendering","cycles","eevee","3d"]} |
Blender Render Automation
Overview
Automate Blender's rendering pipeline from the terminal. Configure render engines (Cycles/EEVEE), set up cameras and lighting, create materials, and batch render scenes or animations — all headlessly via Python scripts.
Instructions
1. Configure the render engine
import bpy
scene = bpy.context.scene
scene.render.engine = 'CYCLES'
cycles = scene.cycles
cycles.samples = 256
cycles.use_denoising = True
cycles.denoiser = 'OPENIMAGEDENOISE'
cycles.device = 'GPU'
prefs = bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type = 'CUDA'
prefs.get_devices()
for device in prefs.devices:
device.use = True
scene.render.engine = 'BLENDER_EEVEE_NEXT'
eevee = scene.eevee
eevee.taa_render_samples = 64
2. Set output resolution and format
import bpy
render = bpy.context.scene.render
render.resolution_x = 1920
render.resolution_y = 1080
render.resolution_percentage = 100
render.image_settings.file_format = 'PNG'
render.image_settings.color_mode = 'RGBA'
render.image_settings.compression = 15
render.film_transparent = True
3. Set up cameras
import bpy
from mathutils import Vector
import math
bpy.ops.object.camera_add(location=(7, -6, 5))
camera = bpy.context.active_object
camera.name = "MainCamera"
target = Vector((0, 0, 1))
direction = target - camera.location
rot_quat = direction.to_track_quat('-Z', 'Y')
camera.rotation_euler = rot_quat.to_euler()
cam_data = camera.data
cam_data.lens = 50
cam_data.clip_start = 0.1
cam_data.clip_end = 1000
cam_data.sensor_width = 36
cam_data.dof.use_dof = True
cam_data.dof.focus_distance = 5
cam_data.dof.aperture_fstop = 2.8
bpy.context.scene.camera = camera
track = camera.constraints.new(type='TRACK_TO')
track.target = bpy.data.objects["MySubject"]
track.track_axis = 'TRACK_NEGATIVE_Z'
track.up_axis = 'UP_Y'
4. Set up lighting
import bpy
bpy.ops.object.light_add(type='POINT', location=(3, -3, 5))
point = bpy.context.active_object.data
point.energy = 1000
point.color = (1, 0.95, 0.9)
point.shadow_soft_size = 0.5
bpy.ops.object.light_add(type='SUN', location=(0, 0, 10))
sun = bpy.context.active_object.data
sun.energy = 3
sun.angle = 0.05
bpy.ops.object.light_add(type='AREA', location=(0, -4, 3))
area = bpy.context.active_object
area.data.energy = 500
area.data.size = 2
area.data.shape = 'RECTANGLE'
area.data.size_y = 1
world = bpy.context.scene.world
if world is None:
world = bpy.data.worlds.new("World")
bpy.context.scene.world = world
world.use_nodes = True
nodes = world.node_tree.nodes
links = world.node_tree.links
nodes.clear()
bg = nodes.new('ShaderNodeBackground')
env = nodes.new('ShaderNodeTexEnvironment')
output = nodes.new('ShaderNodeOutputWorld')
env.image = bpy.data.images.load("/path/to/hdri.hdr")
links.new(env.outputs['Color'], bg.inputs['Color'])
links.new(bg.outputs['Background'], output.inputs['Surface'])
bg.inputs['Strength'].default_value = 1.0
5. Create materials and shaders
import bpy
def create_pbr_material(name, color, metallic=0.0, roughness=0.5):
mat = bpy.data.materials.new(name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
bsdf = nodes.get("Principled BSDF")
bsdf.inputs['Base Color'].default_value = (*color, 1)
bsdf.inputs['Metallic'].default_value = metallic
bsdf.inputs['Roughness'].default_value = roughness
return mat
def create_textured_material(name, texture_path):
mat = bpy.data.materials.new(name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
bsdf = nodes.get("Principled BSDF")
tex = nodes.new('ShaderNodeTexImage')
tex.image = bpy.data.images.load(texture_path)
links.new(tex.outputs['Color'], bsdf.inputs['Base Color'])
return mat
def create_glass_material(name, color=(1, 1, 1), ior=1.45):
mat = bpy.data.materials.new(name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
bsdf = nodes.get("Principled BSDF")
bsdf.inputs['Base Color'].default_value = (*color, 1)
bsdf.inputs['Transmission Weight'].default_value = 1.0
bsdf.inputs['Roughness'].default_value = 0.0
bsdf.inputs['IOR'].default_value = ior
return mat
obj = bpy.data.objects["MyCube"]
mat = create_pbr_material("BlueMetal", (0.1, 0.3, 0.8), metallic=1.0, roughness=0.2)
obj.data.materials.append(mat)
6. Render a single frame
import bpy
scene = bpy.context.scene
scene.render.filepath = "/tmp/render_output.png"
bpy.ops.render.render(write_still=True)
print(f"Rendered to: {scene.render.filepath}")
From the command line:
blender scene.blend --background --python render.py
blender scene.blend --background --render-output /tmp/frame_ --render-frame 1
7. Render an animation
import bpy
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = 250
scene.frame_step = 1
scene.render.fps = 24
scene.render.filepath = "/tmp/anim/frame_"
scene.render.image_settings.file_format = 'PNG'
bpy.ops.render.render(animation=True)
scene.render.filepath = "/tmp/animation.mp4"
scene.render.image_settings.file_format = 'FFMPEG'
scene.render.ffmpeg.format = 'MPEG4'
scene.render.ffmpeg.codec = 'H264'
scene.render.ffmpeg.constant_rate_factor = 'MEDIUM'
bpy.ops.render.render(animation=True)
From the command line:
blender scene.blend --background --render-output /tmp/anim/frame_ --render-anim
blender scene.blend --background --frame-start 1 --frame-end 100 --render-anim
8. Batch render multiple scenes or cameras
import bpy
import os
output_dir = "/tmp/renders"
os.makedirs(output_dir, exist_ok=True)
scene = bpy.context.scene
cameras = [obj for obj in bpy.data.objects if obj.type == 'CAMERA']
for cam in cameras:
scene.camera = cam
filepath = os.path.join(output_dir, f"{cam.name}.png")
scene.render.filepath = filepath
bpy.ops.render.render(write_still=True)
print(f"Rendered {cam.name} -> {filepath}")
Examples
Example 1: Product shot render pipeline
User request: "Set up a clean studio render for a 3D product"
import bpy
import math
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.ops.wm.obj_import(filepath="/path/to/product.obj")
product = bpy.context.selected_objects[0]
product.location = (0, 0, 0)
bpy.ops.mesh.primitive_plane_add(size=20, location=(0, 0, 0))
backdrop = bpy.context.active_object
backdrop.name = "Backdrop"
mat_bg = bpy.data.materials.new("Backdrop")
mat_bg.use_nodes = True
bsdf = mat_bg.node_tree.nodes["Principled BSDF"]
bsdf.inputs['Base Color'].default_value = (0.9, 0.9, 0.9, 1)
bsdf.inputs['Roughness'].default_value = 0.8
backdrop.data.materials.append(mat_bg)
bpy.ops.object.light_add(type='AREA', location=(4, -3, 5))
key = bpy.context.active_object
key.data.energy = 800
key.data.size = 3
key.rotation_euler = (math.radians(45), 0, math.radians(30))
bpy.ops.object.light_add(type='AREA', location=(-3, -2, 3))
fill = bpy.context.active_object
fill.data.energy = 300
fill.data.size = 4
bpy.ops.object.light_add(type='AREA', location=(0, 4, 4))
rim = bpy.context.active_object
rim.data.energy = 500
rim.data.size = 2
bpy.ops.object.camera_add(location=(5, -5, 3))
cam = bpy.context.active_object
track = cam.constraints.new(type='TRACK_TO')
track.target = product
scene = bpy.context.scene
scene.camera = cam
scene.render.engine = 'CYCLES'
scene.cycles.samples = 128
scene.cycles.use_denoising = True
scene.render.resolution_x = 2000
scene.render.resolution_y = 2000
scene.render.film_transparent = True
scene.render.filepath = "/tmp/product_render.png"
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGBA'
bpy.ops.render.render(write_still=True)
Example 2: Batch render turntable animation
User request: "Render a 360-degree turntable of my model — 36 frames"
import bpy
import math
import os
output_dir = "/tmp/turntable"
os.makedirs(output_dir, exist_ok=True)
obj = bpy.data.objects["MyModel"]
frames = 36
scene = bpy.context.scene
bpy.ops.object.camera_add(location=(5, 0, 2))
cam = bpy.context.active_object
scene.camera = cam
track = cam.constraints.new(type='TRACK_TO')
track.target = obj
scene.render.engine = 'CYCLES'
scene.cycles.samples = 64
scene.cycles.use_denoising = True
scene.render.resolution_x = 1080
scene.render.resolution_y = 1080
for i in range(frames):
angle = (2 * math.pi * i) / frames
cam.location.x = 5 * math.cos(angle)
cam.location.y = 5 * math.sin(angle)
scene.render.filepath = os.path.join(output_dir, f"turn_{i:03d}.png")
bpy.ops.render.render(write_still=True)
print(f"Frame {i+1}/{frames}")
Then combine to video: ffmpeg -framerate 24 -i /tmp/turntable/turn_%03d.png -c:v libx264 -pix_fmt yuv420p turntable.mp4
Guidelines
- Always use
--background for headless rendering. Without it, Blender opens the GUI.
- Cycles is physically accurate but slow. EEVEE is fast but approximate. Use EEVEE for previews, Cycles for final output.
- Enable denoising (
cycles.use_denoising = True) to get clean results with fewer samples — 128-256 samples with denoising often matches 1000+ without.
- For GPU rendering, call
prefs.get_devices() after setting compute_device_type — Blender won't detect GPUs otherwise.
- Render animations as image sequences (PNG), not directly to video. If a render crashes at frame 150, you keep frames 1-149. Composite to video afterwards with ffmpeg.
- Use
film_transparent = True and RGBA color mode for renders that need transparent backgrounds (product shots, compositing).
- HDRI environment maps produce the most realistic lighting with minimal setup. Free HDRIs are available from Poly Haven.
- The Principled BSDF shader handles most materials — adjust Base Color, Metallic, Roughness, and Transmission for metals, plastics, glass, etc.
- For batch rendering across .blend files, loop with
bpy.ops.wm.open_mainfile() and render each scene.
- Monitor render progress via terminal output — Blender prints per-tile/sample progress to stdout.