rendering
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Translation
ChineseRendering
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
| Engine | Use When |
|---|---|
| Cycles | Final quality, realistic, portfolio |
| Eevee | Real-time preview, stylized, game look dev |
| Eevee Next | Improved 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
| Setting | Preview | Production |
|---|---|---|
| Samples | 64–128 | 512–2048 |
| Denoise | OpenImageDenoise | OpenImageDenoise |
| Max bounces | 8 | 12 |
| Caustics | Off (default) | On if glass/water hero |
| 设置 | 预览 | 生产环境 |
|---|---|---|
| Samples | 64–128 | 512–2048 |
| Denoise | OpenImageDenoise | OpenImageDenoise |
| Max bounces | 8 | 12 |
| Caustics | 关闭(默认) | 玻璃/水作为主角时开启 |
Eevee Settings
Eevee 设置
| Setting | Value |
|---|---|
| Screen Space Reflections | On for metals |
| Ambient Occlusion | On |
| Bloom | Stylized/ emissive scenes |
| Shadow resolution | 2048+ |
| Contact Shadows | Ground 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 resolution | 2048+ |
| Contact Shadows | 地面接触阴影 |
Render Passes
渲染通道
| Pass | Use |
|---|---|
| Combined | Final composite |
| Diffuse Direct/Indirect | Relighting |
| Glossy | Reflection control |
| Normal | Compositing effects |
| AO | Contact shadow enhancement |
| Z (Depth) | DOF, fog in comp |
| Cryptomatte | Object masking |
| Emission | Screen 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 lightsView 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 MP41. 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 MP4Reference Image Validation
参考图验证
When matching a photo/concept ():
../references/reference-image-match.md| Setting | Reference match |
|---|---|
| Hero camera | Match reference angle before grading |
| AgX Look | Base Contrast default; High Contrast if reference is punchy |
| Exposure | 0.15–0.45 typical; hull must read, not clip white |
| Preview playback | EEVEE, motion blur off, |
| Final still | Render at hero |
| Compare tool | |
Run before delivery.
../references/visual-match-checklist.md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, |
| 最终静帧 | 使用主角 |
| 对比工具 | |
交付前运行 。
../references/visual-match-checklist.mdMCP Integration
MCP 集成
- Configure render engine settings via MCP
- Setup camera via MCP
- Trigger test render via MCP if supported
- Query render settings validation
- Set output paths via MCP
- 通过 MCP 配置渲染引擎设置
- 通过 MCP 设置相机
- 如果支持,则通过 MCP 触发测试渲染
- 查询渲染设置验证结果
- 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 中
COL_Cameras
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
| Topic | Reference | Load When |
|---|---|---|
| Pass compositing | | Multi-pass output |
| NPR/stylized render | | Stylized-style projects |
| Reference image match | | Photo/concept attached |
| Visual match validation | | Before delivery |
| 主题 | 参考资料 | 加载时机 |
|---|---|---|
| 通道合成 | | 多通道输出 |
| NPR/风格化渲染 | | 风格化项目 |
| 参考图匹配 | | 已附照片/概念图 |
| 视觉匹配验证 | | 交付前 |