| name | blender-rendering |
| description | Render Blender scenes with the right engine and settings — Cycles for photoreal, EEVEE for speed/stylized, sample counts, denoising (OptiX/OIDN), light path tuning, color management (AgX/Filmic), file output (PNG/EXR/MP4), animation rendering. Use whenever the user asks to "render this", "produce an image", "render a frame / animation", "make a final image", "save the render", or any output-generation request. Make sure to use this skill even if the user does not say "render" — also covers "make a picture", "save the result", "produce a final image", "export as image". |
| when_to_use | Any image or animation render output request in Blender. |
| allowed-tools | Read Bash mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info |
Blender Rendering
Render efficiently. The defaults are wrong for production; the recipes below are tuned for the common cases.
Engine decision tree
Need photoreal? Caustics? Accurate SSS? Glass-rich?
├── YES → Cycles (path tracer)
└── NO → Need speed? Stylized look? Animation iteration?
├── YES → EEVEE
└── NO → Cycles (default fallback for photoreal)
Quick rule:
- Stills, archviz, product, hero shots → Cycles
- Animation previews, motion graphics, stylized → EEVEE
Reference-look handoff
If the goal is to match an original/reference image rather than make a generally attractive render, chain-load reference-look-calibration. It owns measurement of hue/saturation/value, object extent, glow/aura color, and before/after look metrics. This skill should then apply the requested material/lighting/render changes within that calibrated target.
Recipes
Recipe 1 — Cycles production preset (256 samples + denoise)
import bpy
scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.device = 'GPU'
scene.cycles.samples = 256
scene.cycles.use_adaptive_sampling = True
scene.cycles.adaptive_threshold = 0.01
scene.cycles.adaptive_min_samples = 32
scene.cycles.use_denoising = True
scene.cycles.denoiser = 'OPENIMAGEDENOISE'
scene.cycles.max_bounces = 12
scene.cycles.transmission_bounces = 12
scene.render.resolution_x = 1920
scene.render.resolution_y = 1080
scene.render.resolution_percentage = 100
print('render:cycles_production_preset')
Recipe 2 — Cycles draft preset (faster iteration)
import bpy
scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.device = 'GPU'
scene.cycles.samples = 64
scene.cycles.use_adaptive_sampling = True
scene.cycles.adaptive_threshold = 0.05
scene.cycles.use_denoising = True
scene.render.resolution_percentage = 50
print('render:cycles_draft')
Recipe 3 — EEVEE preset
import bpy
scene = bpy.context.scene
try:
scene.render.engine = 'BLENDER_EEVEE_NEXT'
except (TypeError, ValueError):
scene.render.engine = 'BLENDER_EEVEE'
if hasattr(scene, 'eevee'):
scene.eevee.taa_render_samples = 64
scene.eevee.taa_samples = 16
scene.eevee.use_gtao = True
scene.eevee.gtao_distance = 0.2
scene.eevee.use_bloom = True
scene.eevee.use_ssr = True
scene.eevee.use_ssr_refraction = True
scene.eevee.use_volumetric_lights = True
scene.render.resolution_x = 1920
scene.render.resolution_y = 1080
print('render:eevee_preset')
EEVEE limitations to know:
- Reflections are screen-space (can't reflect what's off-screen) — workaround: place Reflection Plane / Cubemap probes
- Same for refraction
- Indirect light baked, not real-time — bake Light Probes for accurate bounce
- No accurate caustics
Recipe 4 — Color management
import bpy
scene = bpy.context.scene
scene.view_settings.view_transform = 'AgX'
scene.view_settings.look = 'AgX - Medium High Contrast'
scene.view_settings.exposure = 0.0
scene.view_settings.gamma = 1.0
print('render:colormanagement_AgX')
Rule: Never use 'Standard' for photographic output — it blows out highlights. AgX or Filmic almost always.
Recipe 5 — Render a single frame to PNG
⚠ bpy.ops.render.render() fails with Error: Cannot render, no camera if scene.camera is None. Always run the camera guard first. The guard auto-assigns the first CAMERA-type object if the scene has any, and raises a clear error otherwise.
import bpy
scene = bpy.context.scene
def ensure_camera(scene):
if scene.camera is not None:
return scene.camera.name
cams = [o for o in bpy.data.objects if o.type == 'CAMERA']
if not cams:
raise RuntimeError("No camera in scene — add one before rendering")
scene.camera = cams[0]
return cams[0].name
cam_name = ensure_camera(scene)
print(f"camera:{cam_name}")
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGBA'
scene.render.image_settings.color_depth = '16'
scene.render.filepath = '/tmp/output_hero.png'
bpy.ops.render.render(write_still=True)
print(f"render:saved {scene.render.filepath}")
After this, verify with Bash: ls -la /tmp/output_hero.png — confirm file exists and report size.
Recipe 6 — Render an animation as PNG sequence
import bpy
scene = bpy.context.scene
def ensure_camera(scene):
if scene.camera is not None:
return scene.camera.name
cams = [o for o in bpy.data.objects if o.type == 'CAMERA']
if not cams:
raise RuntimeError("No camera in scene — add one before rendering")
scene.camera = cams[0]
return cams[0].name
cam_name = ensure_camera(scene)
print(f"camera:{cam_name}")
scene.frame_start = 1
scene.frame_end = 240
scene.render.fps = 24
scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = '/tmp/anim/frame_'
scene.render.use_placeholder = True
scene.render.use_overwrite = False
scene.render.use_persistent_data = True
bpy.ops.render.render(animation=True)
print('render:animation_done')
Pro pattern: render to PNG sequence, then encode to MP4 with ffmpeg afterward:
ffmpeg -framerate 24 -i frame_%04d.png -c:v libx264 -pix_fmt yuv420p -crf 18 anim.mp4
Recipe 7 — Performance tuning for slow renders
import bpy
scene = bpy.context.scene
scene.render.use_simplify = True
scene.render.simplify_subdivision = 1
scene.render.simplify_subdivision_render = 2
scene.cycles.adaptive_threshold = 0.05
scene.cycles.max_bounces = 8
scene.cycles.diffuse_bounces = 3
scene.cycles.glossy_bounces = 3
print('render:performance_tuned')
Recipe 8 — Configure GPU compute device (one-time)
import bpy
prefs = bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type = 'OPTIX'
for device in prefs.devices:
device.use = True
print(f"gpu:{prefs.compute_device_type} devices:{len(prefs.devices)}")
This is a Blender preference — only needs to run once per machine.
Sample count guide
| Scene type | Samples | Why |
|---|
| Outdoor, direct sun | 64–128 | Mostly direct light |
| General product/portrait | 256 | Standard quality |
| Indoor with bounce | 512 | More indirect = more noise |
| Caustics, glass, complex SSS | 1024–2048 | Hardest to converge |
Always pair with denoising. 256 samples + denoise ≈ 4096 raw samples in visual quality.
Common pitfalls
| Symptom | Fix |
|---|
Error: Cannot render, no camera | scene.camera is None. Use the ensure_camera() guard at the top of Recipes 5/6 — it auto-assigns the first CAMERA object or raises a clear error if none exists |
| Render takes hours | Reduce samples; enable adaptive; lower bounces |
| Cycles GPU not used | Configure compute device in preferences (Recipe 8) |
| Render direct to MP4 lost on crash | Render PNG sequence, encode after |
| Standard view transform → blown highlights | Use AgX or Filmic |
| Glass renders black | Increase transmission_bounces (16+) |
| EEVEE missing reflections | Add Reflection Plane / Cubemap probes |
| Animation flickers between frames | Use persistent data; consider temporal denoising |
| Output file empty / nothing rendered | Set scene.render.filepath first; check write_still=True for stills |
When to load references/overview.md
Load when:
- Need detailed engine comparison (Cycles vs EEVEE feature matrix)
- Tuning light paths for specific scene types (caustics, foliage, hair)
- Light groups for re-lighting in compositor
- AOV / custom render passes
- Distributed / farm rendering
The reference covers: full Cycles vs EEVEE matrix, sample-count guides per scene, denoiser comparison (OptiX vs OIDN), light-path bounce tuning, color management deep-dive, and animation rendering best practices.