rendering

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Chinese

Rendering

渲染

Appropriate engine selection. Optimized settings. Production render passes.
合理选择渲染引擎。优化设置。输出生产级渲染通道。

When to Use

使用场景

  • Final portfolio/cinematic renders
  • Look development validation
  • Render pass output for compositing
  • Game asset preview renders (Turntable)
  • Style validation (realistic vs stylized)
  • 最终作品集/电影级渲染
  • 外观开发验证
  • 输出用于合成的渲染通道
  • 游戏资产预览渲染(Turntable)
  • 风格验证(写实与风格化)

Engine Selection

引擎选择

EngineUse When
CyclesFinal quality, realistic, portfolio
EeveeReal-time preview, stylized, game look dev
Eevee NextImproved real-time quality (Blender 4+)
引擎使用场景
Cycles最终质量、写实渲染、作品集
Eevee实时预览、风格化渲染、游戏外观开发
Eevee Next更高质量的实时渲染(Blender 4+)

Workflow

工作流

Camera Setup → Render Settings → Sample Tests → Full Render
    → Pass Output → Color Management → Delivery
相机设置 → 渲染设置 → 采样测试 → 完整渲染
    → 通道输出 → 色彩管理 → 交付

Camera Setup

相机设置

Naming:
CAM_[Shot]_[Number]
  • Focal length: 35mm (environment), 85mm (hero detail), 24mm (wide horror)
  • Depth of field: subject distance focused
  • Composition: rule of thirds; leading lines
  • Turntable: empty parent rotating 360° for asset preview
命名:
CAM_[Shot]_[Number]
  • 焦距:35mm(环境)、85mm(主角细节)、24mm(广角恐怖场景)
  • 景深:对焦于主体距离
  • 构图:三分法;引导线
  • Turntable:以 Empty 作为父级旋转 360°,用于资产预览

Cycles Settings

Cycles 设置

SettingPreviewProduction
Samples64–128512–2048
DenoiseOpenImageDenoiseOpenImageDenoise
Max bounces812
CausticsOff (default)On if glass/water hero
设置预览生产环境
Samples64–128512–2048
DenoiseOpenImageDenoiseOpenImageDenoise
Max bounces812
Caustics关闭(默认)玻璃/水作为主角时开启

Eevee Settings

Eevee 设置

SettingValue
Screen Space ReflectionsOn for metals
Ambient OcclusionOn
BloomStylized/ emissive scenes
Shadow resolution2048+
Contact ShadowsGround contact
设置值
Screen Space Reflections金属材质开启
Ambient Occlusion开启
Bloom风格化/自发光场景
Shadow resolution2048+
Contact Shadows地面接触阴影

Render Passes

渲染通道

PassUse
CombinedFinal composite
Diffuse Direct/IndirectRelighting
GlossyReflection control
NormalCompositing effects
AOContact shadow enhancement
Z (Depth)DOF, fog in comp
CryptomatteObject masking
EmissionScreen glow effects
通道用途
Combined最终合成
Diffuse Direct/Indirect重新布光
Glossy反射控制
Normal合成特效
AO增强接触阴影
Z (Depth)合成中的景深、雾效
Cryptomatte物体蒙版
Emission屏幕辉光特效

Color Management

色彩管理

View Transform: AgX (Blender 4+) or Filmic
Look: Medium Contrast (default) or High Contrast (dramatic)
Exposure: Adjust in compositor, not by blowing lights
View Transform: AgX(Blender 4+)或 Filmic
Look: Medium Contrast(默认)或 High Contrast(戏剧性效果)
Exposure: 在合成器中调整,不要通过过曝灯光实现

Render Optimization

渲染优化

  • Use render region for test crops
  • Adaptive sampling (Cycles)
  • Disable unseen objects in render layers
  • GPU rendering default when available
  • Persistent data for animation sequences
  • 使用渲染区域进行测试裁切
  • 自适应采样(Cycles)
  • 在渲染层中禁用不可见对象
  • 可用时默认使用 GPU 渲染
  • 动画序列使用持久化数据

Asset Turntable Template

资产 Turntable 模板

1. CAM_Turntable at 3/4 height, 45° angle
2. Empty at asset origin → rotate animation 0–360° (120 frames)
3. 3-point lighting rig
4. Render 1280×1280 or project-specified resolution
5. Output PNG sequence or MP4
1. CAM_Turntable 位于 3/4 高度、45° 角度
2. 在资产原点放置 Empty → 旋转动画 0–360°(120 帧)
3. 三点式灯光装置
4. 渲染 1280×1280 或项目指定分辨率
5. 输出 PNG 序列或 MP4

Reference Image Validation

参考图验证

When matching a photo/concept (
../references/reference-image-match.md
):
SettingReference match
Hero cameraMatch reference angle before grading
AgX LookBase Contrast default; High Contrast if reference is punchy
Exposure0.15–0.45 typical; hull must read, not clip white
Preview playbackEEVEE, motion blur off,
taa_samples
1–8
Final stillRender at hero
CAM_*
— compare to reference
Compare tool
get_viewport_screenshot
or bpy render still
Run
../references/visual-match-checklist.md
before delivery.
匹配照片/概念图时(
../references/reference-image-match.md
):
设置参考图匹配
主角机位调色前匹配参考角度
AgX Look默认 Base Contrast;参考图对比强烈时使用 High Contrast
Exposure通常为 0.15–0.45;船体必须清晰可辨,但不能高光溢出为纯白
预览播放EEVEE,motion blur 关闭,
taa_samples
1–8
最终静帧使用主角
CAM_*
渲染——与参考图对比
对比工具
get_viewport_screenshot
或 bpy render still
交付前运行
../references/visual-match-checklist.md
。

MCP Integration

MCP 集成

  1. Configure render engine settings via MCP
  2. Setup camera via MCP
  3. Trigger test render via MCP if supported
  4. Query render settings validation
  5. Set output paths via MCP
  1. 通过 MCP 配置渲染引擎设置
  2. 通过 MCP 设置相机
  3. 如果支持,则通过 MCP 触发测试渲染
  4. 查询渲染设置验证结果
  5. 通过 MCP 设置输出路径

Constraints

约束

MUST DO

必须执行

  • Match render engine to project style
  • Screenshot or render compare when reference image was provided
  • Use denoising for Cycles production renders
  • Setup color management before final render
  • Render validation turntable for hero assets
  • Organize cameras in
    COL_Cameras
  • 根据项目风格选择渲染引擎
  • 提供参考图时必须进行截图或渲染对比
  • Cycles 生产渲染必须使用降噪
  • 最终渲染前必须设置色彩管理
  • 为主角资产渲染验证 Turntable
  • 将相机组织到
    COL_Cameras
    中

MUST NOT DO

禁止事项

  • Production render without sample test
  • Ignore color management (sRGB vs Linear)
  • Render at excessive resolution without purpose
  • Skip render passes when compositing planned
  • Use Cycles for real-time game preview needs
  • 未进行采样测试就执行生产渲染
  • 忽略色彩管理(sRGB 与 Linear 的区别)
  • 没有明确用途就以过高分辨率渲染
  • 计划进行合成时跳过渲染通道
  • 将 Cycles 用于实时游戏预览需求

Reference Guide

参考指南

TopicReferenceLoad When
Pass compositing
references/render-passes.md
Multi-pass output
NPR/stylized render
references/npr-rendering.md
Stylized-style projects
Reference image match
../references/reference-image-match.md
Photo/concept attached
Visual match validation
../references/visual-match-checklist.md
Before delivery
主题参考资料加载时机
通道合成
references/render-passes.md
多通道输出
NPR/风格化渲染
references/npr-rendering.md
风格化项目
参考图匹配
../references/reference-image-match.md
已附照片/概念图
视觉匹配验证
../references/visual-match-checklist.md
交付前