Skill 詳細
blender-pro-workflow
General end-to-end Blender production guidance.
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SKILL.md
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--- name: blender-pro-workflow description: End-to-end production workflow guidance for Blender — the order to assemble scenes (block-out → camera → light → forms → materials → detail → render → composite → export), critique protocols, time budgets, and recovery patterns. Use whenever the user asks to "make a complete scene / hero shot / production-quality render", "what's the right order to do this", "set up a full pipeline", or has a multi-step request crossing modeling + lighting + materials + rendering. Make sure to use this skill for any request that spans multiple phases of 3D work, even if the user does not say "workflow" — also covers "make a final image of X", "produce a hero render", "professional-looking result". when_to_use: Multi-phase Blender work spanning modeling + lighting + materials + render. Or when the user is unsure where to start. Often loaded BEFORE other sub-skills as a guide for sequencing. allowed-tools: Read Bash mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info --- # Blender Pro Workflow End-to-end guidance for putting a real scene together. This skill answers "in what order, with what fidelity at each step, should I tackle this?" Use it as the planner, then chain-load the specific sub-skills for each step. ## Reference-locked override If a task involves source templates, orthographic references, brand mascots, or fit validation, defer ordering to `blender-skill-harmonizer` and the reference-locked skills. The generic production order is subordinate to source-of-truth gates. ## The 11-step canonical order ``` 1. Reference + plan → State the goal; collect refs 2. Block-out → Primitives only at correct scale 3. Camera + composition lock → Pick focal length; frame the shot 4. Light pass v1 → Three-point lighting; no color yet 5. Refine geometry → Replace primitives with real models 6. Materials v1 → Flat colors; values before color 7. Light pass v2 → Add color; tune ratios 8. Detail pass → Sculpting, fine textures, polish 9. Final render → Production samples + denoising 10. Composite → Color grade, glare, vignette 11. Export → Target platform format ``` **Why this order**: each step gates the next. A great model under bad lighting renders worse than a mediocre model under great lighting. A perfect material tuned in flat lighting will look wrong once real lighting goes in. ## Sub-skill chain by request type | User request type | Chain (in order) | |-------------------|-----------------| | "Hero shot of a sword" | this → blender-modeling → blender-materials → blender-lighting → blender-cameras → blender-rendering | | "Render this scene cinematically" | this → blender-cameras → blender-lighting → blender-rendering | | "Make a 3D logo for the web" | this → blender-modeling → blender-materials → blender-lighting → blender-rendering → blender-export | | "Animate a turntable" | this → blender-modeling → blender-materials → blender-cameras → blender-animation → blender-rendering | | "Set up a studio scene" | this → blender-cameras → blender-lighting → (then the user adds models) | | "Full production pipeline" | All of: blender-modeling → blender-materials → blender-lighting → blender-cameras → blender-rendering → blender-export | ## Time budget (for a hero still) | Stage | % of total time | |-------|-----------------| | Reference + plan | 5–10% | | Block-out + camera | 10–15% | | Lighting setup | 10–20% | | Modeling refinement | 30–40% | | Materials + textures | 15–20% | | Final render + composite | 5–10% | **Anti-pattern**: 90% modeling, 10% lighting. Lighting and materials are what make a model *look* good. Don't invest in geometry detail until the value structure of the image works. ## Recipes ### Recipe 1 — Block-out scene scaffold Use this as the very first step. Establishes scale, composition, camera framGitHub で全文を読む (外部ページ)