skills/terminalskills/skills/blender-render-automation

blender-render-automation

SKILL.md

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

# Cycles (ray-traced, production quality)
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'  # or 'OPTIX', 'HIP'
prefs.get_devices()
for device in prefs.devices:
    device.use = True

# EEVEE (fast, real-time)
scene.render.engine = 'BLENDER_EEVEE_NEXT'
eevee = scene.eevee
eevee.taa_render_samples = 64

2. Output resolution and format

render = bpy.context.scene.render
render.resolution_x = 1920
render.resolution_y = 1080
render.resolution_percentage = 100
render.image_settings.file_format = 'PNG'  # PNG, JPEG, OPEN_EXR, TIFF
render.image_settings.color_mode = 'RGBA'
render.film_transparent = True  # transparent background

3. Cameras and lighting

import math
from mathutils import Vector

# Camera
bpy.ops.object.camera_add(location=(7, -6, 5))
camera = bpy.context.active_object
target = Vector((0, 0, 1))
direction = target - camera.location
camera.rotation_euler = direction.to_track_quat('-Z', 'Y').to_euler()
cam_data = camera.data
cam_data.lens = 50
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-to constraint (auto-aim)
track = camera.constraints.new(type='TRACK_TO')
track.target = bpy.data.objects["MySubject"]

# Area light
bpy.ops.object.light_add(type='AREA', location=(0, -4, 3))
area = bpy.context.active_object
area.data.energy = 500
area.data.size = 2

# HDRI environment lighting
world = bpy.context.scene.world or 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'])

4. Create materials

def create_pbr_material(name, color, metallic=0.0, roughness=0.5):
    mat = bpy.data.materials.new(name)
    mat.use_nodes = True
    bsdf = mat.node_tree.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_glass_material(name, color=(1, 1, 1), ior=1.45):
    mat = bpy.data.materials.new(name)
    mat.use_nodes = True
    bsdf = mat.node_tree.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"]
obj.data.materials.append(create_pbr_material("BlueMetal", (0.1, 0.3, 0.8), metallic=1.0, roughness=0.2))

5. Render frames and animations

# Single frame
scene.render.filepath = "/tmp/render_output.png"
bpy.ops.render.render(write_still=True)

# Animation as image sequence
scene.frame_start = 1
scene.frame_end = 250
scene.render.fps = 24
scene.render.filepath = "/tmp/anim/frame_"
bpy.ops.render.render(animation=True)

# Animation as video
scene.render.filepath = "/tmp/animation.mp4"
scene.render.image_settings.file_format = 'FFMPEG'
scene.render.ffmpeg.format = 'MPEG4'
scene.render.ffmpeg.codec = 'H264'
bpy.ops.render.render(animation=True)

CLI:

blender scene.blend --background --render-output /tmp/frame_ --render-frame 1
blender scene.blend --background --frame-start 1 --frame-end 100 --render-anim

6. Batch render multiple cameras

import os

output_dir = "/tmp/renders"
os.makedirs(output_dir, exist_ok=True)
scene = bpy.context.scene
for cam in [obj for obj in bpy.data.objects if obj.type == 'CAMERA']:
    scene.camera = cam
    scene.render.filepath = os.path.join(output_dir, f"{cam.name}.png")
    bpy.ops.render.render(write_still=True)

Examples

Example 1: Product shot render pipeline

User request: "Set up a clean studio render for a 3D product"

Output: Script that clears the scene, imports the product OBJ, creates a white backdrop with PBR material, sets up three-point lighting (key area light, fill, rim), adds a camera with Track-To constraint aimed at the product, configures Cycles at 128 samples with denoising, transparent background (RGBA), and renders at 2000x2000.

Example 2: Batch render turntable animation

User request: "Render a 360-degree turntable of my model — 36 frames"

Output: Script that creates a camera, loops 36 steps around the model at equal angular intervals using cos/sin, renders each frame with Cycles + denoising to a numbered PNG sequence, then provides the ffmpeg command to assemble into an MP4.

Guidelines

  • Always use --background for headless rendering.
  • Cycles is physically accurate but slow. EEVEE is fast but approximate. Use EEVEE for previews, Cycles for final output.
  • Enable denoising to get clean results with fewer samples — 128-256 with denoising often matches 1000+ without.
  • For GPU rendering, call prefs.get_devices() after setting compute_device_type.
  • Render animations as image sequences (PNG), not directly to video. If a render crashes mid-way, you keep completed frames.
  • Use film_transparent = True and RGBA for renders needing transparent backgrounds.
  • HDRI environment maps produce the most realistic lighting. Free HDRIs at Poly Haven.
  • The Principled BSDF handles most materials — adjust Base Color, Metallic, Roughness, and Transmission.
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