blender-rendering

blender-rendering is a skill for Claude Code from sideshowroberto/vfx-agent-toolkit. It costs 54 tokens per session (2,701 once invoked), scanned A, original, MIT.

EEVEENEXT and Cycles rendering, lighting, and render optimization in Blender. Use for rendering setup, lighting, render settings, or when user mentions "render," "lighting," "EEVEE," "Cycles," or "materials.".

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Install with agentmods
npx agentmods add skills/sideshowroberto/vfx-agent-toolkit/blender-rendering
Install

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.

Any agent
npx skills add sideshowroberto/vfx-agent-toolkit --skill blender-rendering
Clone the repo
git clone --depth 1 https://github.com/sideshowroberto/vfx-agent-toolkit

Made for: Claude Code.

Wrote 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.

agentmods badge for blender-rendering

README.md
[![agentmods](https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/blender-rendering/github.svg)](https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/blender-rendering)
Your own site
<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/blender-rendering"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/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.

agentmods 80×15 button for blender-rendering

Your own site · 80×15
<a href="https://agentmods.dev/skills/sideshowroberto/vfx-agent-toolkit/blender-rendering"><img src="https://agentmods.dev/badge/skills/sideshowroberto/vfx-agent-toolkit/blender-rendering.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 54 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,701 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 1 finding. A grade says what 26 rules found in the file — not that it is safe.
Origin unknown No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00054 $0.02701
Opus 5.5 $0.00022 $0.01080
Sonnet 5.5 $0.00011 $0.00540
Haiku 4.5 $0.00005 $0.00270

Measured today against content hash b6dbf7ad6442, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

blender-rendering scanned grade A with 1 finding 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 today.

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.

Makes network callslowCapability

Not a fault in itself. Listed so you know the mod talks to something, and to what.

- Removed HTTP Bridge requirements and curl health-check
plugins/blender-vfx/skills/blender-rendering/SKILL.md · 336 lines

How it starts

The opening of the file, as written. The whole thing — 336 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Blender Rendering Skill

Version: 2.1.0 Last Updated: 2026-09-10 Dependencies: Blender 5.1+


Breaking Changes (4.5+ / 5.1+)

import bpy

# 1. EEVEE engine renamed (complete removal)
bpy.context.scene.render.engine = 'BLENDER_EEVEE_NEXT'  # Not 'BLENDER_EEVEE'

# 2. Bloom removed from EEVEE - use Compositor Glare node
# scene.eevee.use_bloom = True  <- AttributeError in 4.5.3+

# 3. SSR removed - use ray tracing
# scene.eevee.use_ssr = True  <- AttributeError
scene.eevee.use_raytracing = True  # replacement

# 4. Principled BSDF input names changed
bsdf.inputs["Transmission Weight"].default_value = 1.0   # was "Transmission"
bsdf.inputs["Subsurface Weight"].default_value = 0.2     # was "Subsurface"
bsdf.inputs["Emission Color"].default_value = (1,1,1,1)  # was "Emission"

# 5. Cycles settings
cycles = bpy.context.scene.cycles    # Direct access - no import needed
cycles.samples = 128

EEVEE Next / Cycles facts (loop-gauntlet round-2/3 lessons, 2026-09-10)

  • Emissive meshes do not illuminate anything in EEVEE Next. A mesh with an emission shader (LED strips, glowing coves) renders bright itself but casts no light on neighbouring surfaces. If a reference shows spill from a glowing surface, place a real light (area light along the strip) - do not expect the emissive mesh to do it.
  • Light-probe volume bake from a script/MCP execute context returns FINISHED without actually baking. bpy.ops.object.lightprobe_cache_bake(subset='ALL') completes in well under a second (even after waiting 60 s) with no visible change, and bpy.app.is_job_running has no LIGHT_BAKE enum to poll the bake state. Verify with an A/B render (probe object hidden vs visible) before relying on a bake - a script-triggered bake is unverifiable otherwise.
  • Blender 5.1 LightProbeVolume properties: resolution_x, resolution_y, resolution_z, surfel_density (int), bake_samples, capture_world. The older grid_* names (grid_resolution_x, etc.) do not exist on this version - do not assume they do from older docs.
  • Cycles light linking (Blender 4.0+): obj.light_linking.receiver_collection restricts which objects a light illuminates. Use it to give each zone (and each matched camera view) its own lights without those lights leaking into other zones - a chamber-only near-vertical sun, a lantern-only point light, a hallway-only steeper sun, and view-only fills can all coexist in one scene this way. The linking collection does not need to be in the view layer and may hold child collections.
  • A strip emission value that reads as a clean bright line in EEVEE floods a room in Cycles. Moving an EEVEE-tuned rig to Cycles: strip emission strengths tuned for EEVEE (e.g. 40) need to drop roughly by a factor of 8 (to about 5) once Cycles adds real bounce light on top of them - re-measure with a mean-luminance readback rather than assuming a ratio.

Read the full file on GitHub · 336 lines

Files

What ships with it

4 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.

Changes

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.

  1. today First seen · 336 lines · 54 tokens per session scan A b6dbf7ad6442

Subscribe to this mod's changes

blender-rendering is a skill published in the GitHub repository sideshowroberto/vfx-agent-toolkit (16 stars, last pushed 22d ago), licensed MIT. It adds 54 tokens to every session and 2,701 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 1 finding (makes network calls). No closer match exists in the catalogue, so it is treated as the original; first seen 2026-11-02.

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