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Blender Render Automation

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Automate Blender rendering from the command line. Use when the user wants to set up renders, batch render scenes, configure Cycles or EEVEE, set up cameras and lights, render animations, create materials and shaders, or build a render pipeline with Blender Python scripting.

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  • Added May 27, 2026
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Works with

  • terminal
  • cli
  • api

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npx -y skills add TerminalSkills/skills --skill blender-render-automation --agent claude-code

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SKILL.md
---
name: blender-render-automation
description: >-
  Automate Blender rendering from the command line. Use when the user wants to
  set up renders, batch render scenes, configure Cycles or EEVEE, set up
  cameras and lights, render animations, create materials and shaders, or
  build a render pipeline with Blender Python scripting.
license: Apache-2.0
compatibility: >-
  Blender 4.0+ (code is written for 4.x and 5.x; a few names differ between
  them and are called out). GPU rendering needs a CUDA, OptiX, HIP, oneAPI or
  Metal device. Run: blender --background scene.blend --python script.py
metadata:
  author: terminal-skills
  version: "1.1.0"
  repository: https://projects.blender.org/blender/blender
  category: automation
  tags: ["blender", "rendering", "cycles", "eevee", "3d"]
---

# Blender Render Automation

## Overview

Automate Blender's rendering pipeline from the terminal. Configure render engines (Cycles/EEVEE), set up cameras and lighting, create materials, and batch render scenes or animations — all headlessly via Python scripts.

## Instructions

### 1. Configure the render engine

```python
import bpy

scene = bpy.context.scene

# Cycles (ray-traced, production quality)
scene.render.engine = 'CYCLES'
cycles = scene.cycles
cycles.samples = 256
cycles.use_denoising = True
cycles.denoiser = 'OPENIMAGEDENOISE'
cycles.device = 'GPU'
prefs = bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type = 'OPTIX'  # or 'CUDA', 'HIP', 'ONEAPI', 'METAL'
prefs.get_devices()
for device in prefs.devices:
    device.use = device.type != 'CPU'  # GPU only; leave CPU on to add it as a helper

# EEVEE (fast, real-time). The engine id changed: 'BLENDER_EEVEE_NEXT' in
# Blender 4.2-4.5, 'BLENDER_EEVEE' again from 5.0. Reading the accepted
# values avoids hardcoding either.
ids = [e.identifier for e in scene.render.bl_rna.properties['engine'].enum_items]
scene.render.engine = 'BLENDER_EEVEE' if 'BLENDER_EEVEE' in ids else 'BLENDER_EEVEE_NEXT'
scene.eevee.taa_render_samples = 64
```

`blender -E help` lists the engines your build accepts. EEVEE in background mode
still needs a working OpenGL context; on a server without a display use Cycles,
or run Blender under a virtual display.

### 2. Output resolution and format

```python
render = bpy.context.scene.render
render.resolution_x = 1920
render.resolution_y = 1080
render.resolution_percentage = 100
render.image_settings.file_format = 'PNG'  # PNG, JPEG, OPEN_EXR, TIFF
render.image_settings.color_mode = 'RGBA'
render.film_transparent = True  # transparent background
```

Blender 5.0 added `image_settings.media_type` ('IMAGE', 'MULTI_LAYER_IMAGE',
'VIDEO'). Set it before `file_format`, otherwise choosing `'FFMPEG'` fails
(see the video example below). The attribute does not exist in 4.x.

### 3. Cameras and lighting

```python
import math
from mathutils import Vector

# Camera
bpy.ops.object.camera_add(location=(7, -6, 5))
camera = bpy.context.active_object
target = Vector((0, 0, 1))
direction = target - camera.location
camera.rotation_euler = direction.to_track_quat('-Z', 'Y').to_euler()
cam_data = camera.data
cam_data.lens = 50
cam_data.dof.use_dof = True
cam_data.dof.focus_distance = 5
cam_data.dof.aperture_fstop = 2.8
bpy.context.scene.camera = camera

# Track-to constraint (auto-aim)
track = camera.constraints.new(type='TRACK_TO')
track.target = bpy.data.objects["MySubject"]

# Area light
bpy.ops.object.light_add(type='AREA', location=(0, -4, 3))
area = bpy.context.active_object
area.data.energy = 500
area.data.size = 2

# HDRI environment lighting
world = bpy.context.scene.world or bpy.data.worlds.new("World")
bpy.context.scene.world = world
world.use_nodes = True  # deprecated no-op in 5.0 (nodes are always on), required in 4.x
nodes = world.node_tree.nodes
links = world.node_tree.links
nodes.clear()
bg = nodes.new('ShaderNodeBackground')
env = nodes.new('ShaderNodeTexEnvironment')
output = nodes.new('ShaderNodeOutputWorld')
env.image = bpy.data.images.load("/home/render/hdri/studio_small_09_2k.hdr")
links.new(env.outputs['Color'], bg.inputs['Color'])
links.new(bg.outputs['Background'], output.inputs['Surface'])
```

### 4. Create materials

```python
def create_pbr_material(name, color, metallic=0.0, roughness=0.5):
    mat = bpy.data.materials.new(name)
    mat.use_nodes = True  # deprecated no-op in 5.0, required in 4.x
    # look the node up by type: names are localized on non-English UIs
    bsdf = next(n for n in mat.node_tree.nodes if n.type == 'BSDF_PRINCIPLED')
    bsdf.inputs['Base Color'].default_value = (*color, 1)
    bsdf.inputs['Metallic'].default_value = metallic
    bsdf.inputs['Roughness'].default_value = roughness
    return mat

def create_glass_material(name, color=(1, 1, 1), ior=1.45):
    mat = bpy.data.materials.new(name)
    mat.use_nodes = True
    bsdf = next(n for n in mat.node_tree.nodes if n.type == 'BSDF_PRINCIPLED')
    bsdf.inputs['Base Color'].default_value = (*color, 1)
    bsdf.inputs['Transmission Weight'].default_value = 1.0
    bsdf.inputs['Roughness'].default_value = 0.0
    bsdf.inputs['IOR'].default_value = ior
    return mat

obj = bpy.data.objects["MyCube"]
obj.data.materials.append(create_pbr_material("BlueMetal", (0.1, 0.3, 0.8), metallic=1.0, roughness=0.2))
```

### 5. Render frames and animations

```python
# Single frame
scene.render.filepath = "//renders/hero.png"  # // = folder of the .blend
bpy.ops.render.render(write_still=True)

# Animation as image sequence
scene.frame_start = 1
scene.frame_end = 250
scene.render.fps = 24
scene.render.filepath = "//renders/anim/frame_"  # frames get a number suffix: frame_0001.png
bpy.ops.render.render(animation=True)

# Animation as video
scene.render.filepath = "//renders/animation.mp4"
if hasattr(scene.render.image_settings, 'media_type'):  # Blender 5.0+
    scene.render.image_settings.media_type = 'VIDEO'
scene.render.image_settings.file_format = 'FFMPEG'
scene.render.ffmpeg.format = 'MPEG4'
scene.render.ffmpeg.codec = 'H264'
bpy.ops.render.render(animation=True)
```

CLI (no script needed). Arguments run in the order given, so put the
frame/animation flag last:
```bash
blender -b scene.blend -E CYCLES -o //renders/frame_#### -F PNG -f 1
blender -b scene.blend -s 1 -e 100 -o //renders/shot_#### -a
blender -b scene.blend --python setup_render.py -f 1 -- --cycles-device OPTIX
```
`#` characters set the frame-number padding; `-F` overrides the saved format.
Arguments after a lone `--` are ignored by Blender, so your own script can read
them from `sys.argv` and Cycles reads `--cycles-device`.

### 6. Batch render multiple cameras

```python
import os

output_dir = bpy.path.abspath("//renders/cameras")
os.makedirs(output_dir, exist_ok=True)
scene = bpy.context.scene
for cam in [obj for obj in bpy.data.objects if obj.type == 'CAMERA']:
    scene.camera = cam
    scene.render.filepath = os.path.join(output_dir, f"{cam.name}.png")
    bpy.ops.render.render(write_still=True)
```

## Examples

### Example 1: Product shot render pipeline

**User request:** "Set up a clean studio render for a 3D product"

**Output:** Script that clears the scene, imports the product OBJ, creates a white backdrop with PBR material, sets up three-point lighting (key area light, fill, rim), adds a camera with Track-To constraint aimed at the product, configures Cycles at 128 samples with denoising, transparent background (RGBA), and renders at 2000x2000.

Run it with `blender -b --factory-startup --python product_shot.py --python-exit-code 1`; the result is `renders/product_2000.png` with a transparent background.

### Example 2: Batch render turntable animation

**User request:** "Render a 360-degree turntable of my model — 36 frames"

**Output:** Script that creates a camera, loops 36 steps around the model at equal angular intervals using `cos`/`sin`, renders each frame with Cycles + denoising to a numbered PNG sequence, then provides the ffmpeg command to assemble into an MP4.

```bash
blender -b turntable.blend --python turntable.py
ffmpeg -framerate 12 -i renders/turntable/frame_%04d.png -c:v libx264 -pix_fmt yuv420p turntable.mp4
```

The result is 36 PNGs (`frame_0001.png` to `frame_0036.png`) and a 3-second MP4.

## Guidelines

- Always use `--background` (`-b`) for headless rendering. Add `--python-exit-code 1` so a script error fails your CI job instead of exiting 0.
- Do not run scripts on blend-files you did not make: Blender auto-runs embedded scripts unless started with `--disable-autoexec`.
- Per-shot settings belong in the script, not the .blend: start from `--factory-startup` to keep user preferences from changing results.
- Cycles is physically accurate but slow. EEVEE is fast but approximate. Use EEVEE for previews, Cycles for final output.
- Enable denoising to get clean results with fewer samples — 128-256 with denoising often matches 1000+ without.
- For GPU rendering, call `prefs.get_devices()` after setting `compute_device_type`.
- Render animations as image sequences (PNG), not directly to video. If a render crashes mid-way, you keep completed frames.
- Use `film_transparent = True` and RGBA for renders needing transparent backgrounds.
- HDRI environment maps produce the most realistic lighting. Free HDRIs at Poly Haven.
- The Principled BSDF handles most materials — adjust Base Color, Metallic, Roughness, and Transmission Weight (named plain `Transmission` before Blender 4.0).
- Blender 5.0 renamed render passes (for example `Z` is now `Depth`, `DiffCol` is `Diffuse Color`) and moved the compositor to `scene.compositing_node_group`; scripts that touch either need a version check.

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