Skills for Real Engineers. Straight from my .agents directory.
blender-rendering
Agent skill fromEL4CTEO/blender-skills
Render with Blender 5.2 Cycles/EEVEE/Workbench - quality presets, GPU setup, adaptive sampling, denoising, light paths, color management (AgX, Khronos PBR Neutral, ACES), PNG/EXR/MP4 output, passes, the 5.0 compositor API, CLI and multi-camera batch rendering. Use for any still, animation or turntable render.
How to install blender-rendering
npx skills add EL4CTEO/blender-skills# or add only this skill to Claude Code: copy the folder
skills/blender-rendering/
# into
~/.claude/skills/blender-rendering/ (all projects)
.claude/skills/blender-rendering/ (one project)
1# Rendering23The execution model is in `blender-core`. Scene lighting and cameras are in `blender-lighting-lookdev`.45## One call6```7scripts/render_batch.py -- --engine CYCLES --preset final --res 1920 1080 --out //render/hero_#### --frames 18scripts/render_batch.py -- --preset preview --frames 1-120 --format MP4 --out //render/turntable9scripts/render_batch.py -- --cameras CamA CamB CamC --format EXR_MULTI --out //render/shots/10```11Presets: `preview` (Cycles 64 spp, threshold 0.05, 50% res; EEVEE 16), `final` (512 spp, 0.01; EEVEE 128 + raytracing), `product` (1024 spp, transparent background). GPU is picked automatically (OptiX > CUDA > HIP > Metal > oneAPI), and the denoiser matches (OptiX or OpenImageDenoise).1213## Engine choice14| Engine | Use | Notes |15|---|---|---|16| Cycles | final quality, product, archviz, glass/SSS/caustics, baking | path tracer; set the GPU; adaptive sampling + denoise |17| EEVEE (5.x, ex-"Next") | fast look-dev, stylized, motion graphics, previews | ray-traced reflections/GI (`use_raytracing`), virtual shadow maps; needs a GPU even headless |18| Workbench | playblasts, clay/matcap reviews, QA sheets | instant, no lighting accuracy |19Engine ids: `CYCLES`, `BLENDER_EEVEE`, `BLENDER_WORKBENCH`.2021## Cycles quality levers (ordered by impact)22…
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