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 agentmods add skills/roble3/cc-blender-skill/blender-renderingnpx 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.svg" alt="Measured on agentmods" height="20"></a>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 | $0.02552 |
| Opus 5 | $0.00076 | $0.01276 |
| Sonnet 5 | $0.00030 | $0.00510 |
| Haiku 4.5 | $0.00015 | $0.00255 |
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 6d 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, 2 lines differ
How it starts
The opening of the file, as written. The whole thing — 286 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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')
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 # half res for tests
print('render:cycles_draft')
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.
- 6d 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 (52 stars, last pushed 4mo ago), licensed MIT. It adds 151 tokens to every session and 2,552 once invoked, about $0.0008 per session on Opus 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.
Other skills, from other repositories
blender-director
Use when starting any Blender asset task, planning a production pipeline, coordinating multiple disciplines, or matching a reference photo/concept art. Invoke for game-ready assets, hard surface, environment, character, creature, export, or any multi-skill Blender workflow.
blender-modeler
Core Blender modeling specialist for Edit Mode, modifiers, collections, precision modeling, and scene organization. Use for general 3D modeling, blockouts, cleanup, non-destructive workflows, and scene structure in Blender via MCP.
environment-artist
AAA environment art for modular kits, buildings, terrain, vegetation, architecture, and scene composition. Use for game-optimized environments, storytelling through space, and modular asset pipelines in Blender via MCP.
hard-surface
AAA hard surface modeling for sci-fi, industrial, military, vehicles, weapons, robotics, and mechanical props. Use for boolean/bevel workflows, panel lines, greebles, chamfers, and manufacturing-accurate surfaces in Blender via MCP.
horror-style
Psychological horror art direction for Blender assets inspired by Silent Hill, Resident Evil, Chilla's Art, Fear to Fathom, and Iron Lung. Use for sparse industrial environments, analog aesthetics, and tension-driven lighting.
animation
Game-ready animation in Blender including walk/run/idle cycles, combat, mechanical animation, camera animation, constraints, Graph Editor, and NLA workflows via MCP.