MCP backend
Use when: Any image or animation render output request in Blender.
Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.
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)
pythonimport bpy scene = bpy.context.scene scene.render.engine = 'CYCLES' scene.cycles.device = 'GPU' # Sampling scene.cycles.samples = 256 scene.cycles.use_adaptive_sampling = True scene.cycles.adaptive_threshold = 0.01 scene.cycles.adaptive_min_samples = 32 # Denoising (recommended) scene.cycles.use_denoising = True scene.cycles.denoiser = 'OPENIMAGEDENOISE' # safe default; switch to 'OPTIX' on NVIDIA RTX # Light paths (defaults are reasonable; bump transmission for glass-rich scenes) scene.cycles.max_bounces = 12 scene.cycles.transmission_bounces = 12 # Resolution 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)
pythonimport 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 # half res for tests print('render:cycles_draft')
Recipe 3 — EEVEE preset
pythonimport bpy scene = bpy.context.scene # Engine name changed across versions: # Blender ≤ 4.1: 'BLENDER_EEVEE' # Blender 4.2 only: 'BLENDER_EEVEE_NEXT' (transitional; replaced) # Blender ≥ 5.0: 'BLENDER_EEVEE' (the new EEVEE replaced the old) # Try the new name first; fall back if it doesn't exist on this Blender. try: scene.render.engine = 'BLENDER_EEVEE_NEXT' except (TypeError, ValueError): scene.render.engine = 'BLENDER_EEVEE' # Preserve older EEVEE options only where the installed API exposes them. settings = dict(taa_render_samples=64, taa_samples=16, use_gtao=True, gtao_distance=0.2, use_bloom=True, use_ssr=True, use_ssr_refraction=True, use_volumetric_lights=True) eevee = getattr(scene, 'eevee', None) unavailable = [] for name, value in settings.items(): if eevee is not None and hasattr(eevee, name): setattr(eevee, name, value) else: unavailable.append(name) if (eevee is not None and not hasattr(eevee, 'use_gtao') and all(hasattr(eevee, n) for n in ('use_fast_gi', 'fast_gi_method', 'fast_gi_distance')) and 'AMBIENT_OCCLUSION_ONLY' in {item.identifier for item in eevee.bl_rna.properties['fast_gi_method'].enum_items}): eevee.use_fast_gi = True eevee.fast_gi_method = 'AMBIENT_OCCLUSION_ONLY' eevee.fast_gi_distance = 0.2 unavailable = [n for n in unavailable if n not in ('use_gtao', 'gtao_distance')] scene.render.resolution_x = 1920 scene.render.resolution_y = 1080 print(f'render:eevee_preset unavailable_legacy_options:{unavailable}')
Removed options are reported, not treated as enabled. In newer EEVEE, use supported
ray-tracing settings for reflections/refraction and compositor Glare for requested
glow; consult the installed API or reference-look-calibration before changing look.
This preset does not silently create or overwrite a compositor setup.
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
pythonimport bpy scene = bpy.context.scene # View transform — controls the "look" mapping HDR → display scene.view_settings.view_transform = 'AgX' # default Blender 4.x; replaces Filmic scene.view_settings.look = 'AgX - Medium High Contrast' # Or: 'Filmic' (older but still supported), 'Standard' (oversaturates highlights) 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.
pythonimport bpy scene = bpy.context.scene # Camera guard — required before every render 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' # 16-bit for compositing later 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 the shell tool: ls -la /tmp/output_hero.png — confirm file exists and report size.
Recipe 6 — Render an animation as PNG sequence
pythonimport bpy scene = bpy.context.scene # Camera guard — same pattern as Recipe 5 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_' # output: frame_0001.png, frame_0002.png, ... # Resilience: keep partial work on crash scene.render.use_placeholder = True scene.render.use_overwrite = False # Reuse mesh data between frames (faster) 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:
bashffmpeg -framerate 24 -i frame_%04d.png -c:v libx264 -pix_fmt yuv420p -crf 18 anim.mp4
Recipe 7 — Performance tuning for slow renders
pythonimport bpy scene = bpy.context.scene # 1. Cap subdivision in render scene.render.use_simplify = True scene.render.simplify_subdivision = 1 scene.render.simplify_subdivision_render = 2 # 2. Higher noise threshold (faster, more denoiser-dependent) scene.cycles.adaptive_threshold = 0.05 # 3. Lower light path bounces (lose some realism) 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)
pythonimport bpy prefs = bpy.context.preferences.addons['cycles'].preferences prefs.compute_device_type = 'OPTIX' # or 'CUDA', 'HIP' (AMD), 'METAL' (Mac) 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.


