| name | archviz |
| description | Architectural visualization in Blender for interiors/exteriors with real-world scale, camera composition, PBR materials, and still/animation delivery via MCP. |
| license | MIT |
| metadata | {"author":"https://github.com/arjun988","version":"1.0.0","domain":"blender","role":"specialist","triggers":"archviz, architectural visualization, interior render, exterior render, real estate render, architecture viz","related-skills":"environment-artist, materials, lighting, camera-cinematography, rendering, compositing, lookdev"} |
Archviz
Real-world scale architecture. Clean cameras. Believable materials. Delivery stills.
When to Use
- Interior/exterior architectural presentations
- Real-estate style stills and simple walkthroughs
- Material/lighting lookdev for spaces
Workflow
CAD/scale check → Greybox → Final modeling → Materials
→ Cameras → Lighting (HDRI + practicals) → Render → Comp
Scale & Modeling
- Millimeter–meter accuracy where specs exist
- Straight verticals; controlled bevels on visible edges
- Separate glass, frames, furniture collections
Cameras
- Verticals corrected (shift) for exteriors when needed
- 24–35mm interiors common; avoid extreme wide unless intentional
- Use
camera-cinematography
Lighting
- HDRI for exteriors / window light
- Practical lamps as mesh lights
- Soft GI; avoid game-style single harsh key unless styled
Delivery
- High-res stills; optional depth/mist for comp
compositing for exposure polish
- Keep layered EXR for revisions
Constraints
MUST DO
- Verify real-world scale early
- Lock cameras before heavy grade
- Keep glass/IOR plausible
MUST NOT DO
- Game lowpoly shortcuts on hero archviz plates
- Over-saturate materials
Reference Guide
| Topic | Reference | Load When |
|---|
| Archviz Camera | references/archviz-camera.md | When needed |
| Archviz Lighting | references/archviz-lighting.md | When needed |