Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add RobLe3/cc-blender-skill --skill blender-renderinggit clone --depth 1 https://github.com/RobLe3/cc-blender-skillWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/roble3/cc-blender-skill/blender-rendering)<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/blender-rendering"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/blender-rendering/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/blender-rendering"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/blender-rendering.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00151 | $0.02943 |
| Opus 5.5 | $0.00060 | $0.01177 |
| Sonnet 5.5 | $0.00030 | $0.00589 |
| Haiku 4.5 | $0.00015 | $0.00294 |
Grade A, and why
blender-rendering scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
Copies of this mod
1 near-identical copy found in the catalogue:
- blender-rendering — 92% identical, 47 lines differ
How it starts
The opening of the file, as written. The whole thing — 305 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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)
import 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')
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 10d ago Changed · +19 lines 7699bab8a4e6
- 1mo ago First seen · 286 lines · 151 tokens per session scan A 2c5fc68dd34f
blender-rendering is a skill published in the GitHub repository RobLe3/cc-blender-skill (118 stars, last pushed 10d ago), licensed MIT. It adds 151 tokens to every session and 2,943 once invoked, about $0.0006 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
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