本文へ移動
cccskills
無料GitHub で公開

create-3d-scene

Set up a Blender scene programmatically via Python (bpy) with objects, materials, lighting, camera, and environment configuration. Use when creating reproducible 3D visualization scenes, automating product or architectural rendering setup, generating multiple scene variations programmatically, building template scenes for batch rendering workflows, or integrating 3D visualization into data pipelines.

インストール方法を見る

含まれるファイル(1)

  • SKILL.md12.2 KB

SKILL.md(原文)

インストールする前に、エージェントに与えられる指示の中身を確認できます。

Create 3D Scene

Set up a complete Blender scene programmatically using the Python API (bpy). Configure scene hierarchy, add mesh objects, create PBR materials with node-based shaders, position lighting and cameras, and set up environment/world settings.

When to Use

  • Creating reproducible 3D visualization scenes from scratch
  • Automating product visualization or architectural rendering setup
  • Generating multiple scene variations programmatically
  • Building template scenes for batch rendering workflows
  • Prototyping scene layouts before manual refinement
  • Integrating 3D visualization into data pipelines or reporting systems

Inputs

InputTypeDescriptionExample
Scene specificationsConfigurationObjects, materials, lighting requirementsProduct dimensions, material colors, lighting setup
Output requirementsParametersResolution, render engine, quality settings1920x1080, Cycles, 128 samples
Asset pathsFile pathsExternal models, textures, HDRIs/path/to/hdri.exr, product_model.obj
Camera settingsParametersPosition, rotation, focal length, DOFlocation=(7,-7,5), lens=50mm
EnvironmentConfigurationWorld shader, background, ambient settingsHDRI lighting, solid color, gradient

Procedure

1. Set Up Script Structure

Create a Python script with proper imports and structure:

#!/usr/bin/env python3
"""
Scene setup script for Blender.
Usage: blender --background --python setup_scene.py
"""

import bpy
import math
import os
from pathlib import Path

def clear_scene():
    """Remove all objects from the scene."""
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete(use_global=False)

    # Clear orphaned data
    for block in bpy.data.meshes:
        if block.users == 0:
            bpy.data.meshes.remove(block)

    for block in bpy.data.materials:
        if block.users == 0:
            bpy.data.materials.remove(block)

def main():
    clear_scene()
    # Scene setup steps follow

if __name__ == "__main__":
    main()

Expected: Script structure with clear_scene() and main() functions On failure: Review Python syntax, check bpy import works in Blender Python environment

2. Add Mesh Objects

Create primitive or imported mesh objects:

def add_objects():
    """Add mesh objects to scene."""
    # Add cube
    bpy.ops.mesh.primitive_cube_add(
        size=2.0,
        location=(0, 0, 1)
    )
    cube = bpy.context.active_object
    cube.name = "Product_Base"

    # Add sphere
    bpy.ops.mesh.primitive_uv_sphere_add(
        radius=1.0,
        segments=32,
        ring_count=16,
        location=(3, 0, 1)
    )
    sphere = bpy.context.active_object
    sphere.name = "Detail_Sphere"

    # Import external model (optional)
    # bpy.ops.import_scene.obj(filepath="model.obj")

    return cube, sphere

Expected: Objects appear in scene with correct names and positions On failure: Check operator syntax, verify coordinates, ensure no naming conflicts

3. Create Materials with Node-Based Shaders

Set up PBR materials using shader nodes:

def create_material(name, base_color, metallic=0.0, roughness=0.5):
    """Create a PBR material with node setup."""
    # Create material
    mat = bpy.data.materials.new(name=name)
    mat.use_nodes = True
    nodes = mat.node_tree.nodes
    links = mat.node_tree.links

    # Clear default nodes
    nodes.clear()

    # Add Principled BSDF
    node_bsdf = nodes.new(type='ShaderNodeBsdfPrincipled')
    node_bsdf.location = (0, 0)
    node_bsdf.inputs['Base Color'].default_value = base_color + (1.0,)  # Add alpha
    node_bsdf.inputs['Metallic'].default_value = metallic
    node_bsdf.inputs['Roughness'].default_value = roughness

    # Add Material Output
    node_output = nodes.new(type='ShaderNodeOutputMaterial')
    node_output.location = (300, 0)

    # Link nodes
    links.new(node_bsdf.outputs['BSDF'], node_output.inputs['Surface'])

    return mat

def apply_materials(cube, sphere):
    """Apply materials to objects."""
    # Create materials
    mat_red = create_material("RedPlastic", (0.8, 0.1, 0.1), metallic=0.0, roughness=0.4)
    mat_metal = create_material("Metal", (0.8, 0.8, 0.8), metallic=1.0, roughness=0.2)

    # Assign to objects
    if cube.data.materials:
        cube.data.materials[0] = mat_red
    else:
        cube.data.materials.append(mat_red)

    if sphere.data.materials:
        sphere.data.materials[0] = mat_metal
    else:
        sphere.data.materials.append(mat_metal)

Expected: Materials visible in shader editor with proper node connections On failure: Check node types exist, verify link syntax, ensure color values in [0,1] range. A 3-component RGB tuple is NOT accepted for Base Color — default_value requires explicit alpha, hence base_color + (1.0,)

4. Set Up Lighting

Configure lights for scene illumination:

def setup_lighting():
    """Add lights to scene."""
    # Sun light
    bpy.ops.object.light_add(
        type='SUN',
        location=(5, 5, 10)
    )
    sun = bpy.context.active_object
    sun.name = "KeyLight"
    sun.data.energy = 3.0
    sun.rotation_euler = (math.radians(45), 0, math.radians(45))

    # Area light (fill light)
    bpy.ops.object.light_add(
        type='AREA',
        location=(-4, -4, 6)
    )
    area = bpy.context.active_object
    area.name = "FillLight"
    area.data.energy = 200.0
    area.data.size = 5.0
    area.rotation_euler = (math.radians(60), 0, math.radians(-135))

    # Point light (rim light)
    bpy.ops.object.light_add(
        type='POINT',
        location=(2, -5, 3)
    )
    point = bpy.context.active_object
    point.name = "RimLight"
    point.data.energy = 500.0

Expected: Three lights with appropriate intensities and positions On failure: Adjust energy values for render engine (Cycles vs EEVEE), check rotation format

5. Position Camera

Set up camera with proper framing:

def setup_camera():
    """Add and configure camera."""
    bpy.ops.object.camera_add(
        location=(7, -7, 5)
    )
    camera = bpy.context.active_object
    camera.name = "MainCamera"

    # Point camera at origin
    direction = (0, 0, 1) - camera.location
    rot_quat = direction.to_track_quat('-Z', 'Y')
    camera.rotation_euler = rot_quat.to_euler()

    # Camera settings
    camera.data.lens = 50  # Focal length in mm
    camera.data.dof.use_dof = True
    camera.data.dof.focus_distance = 10.0
    camera.data.dof.aperture_fstop = 2.8

    # Set as active camera
    bpy.context.scene.camera = camera

Expected: Camera positioned with correct focal length and DOF settings On failure: Use simpler rotation method if track_to fails, verify lens units. camera_add does NOT make the new camera the scene's render camera — without bpy.context.scene.camera = camera a background render aborts with no camera

6. Configure World Environment

Set up world shader and background:

def setup_world():
    """Configure world environment."""
    world = bpy.data.worlds['World']
    world.use_nodes = True
    nodes = world.node_tree.nodes
    links = world.node_tree.links

    # Clear default nodes
    nodes.clear()

    # Add Environment Texture (for HDRI)
    node_env = nodes.new(type='ShaderNodeTexEnvironment')
    node_env.location = (-300, 0)

    # Load HDRI if available
    hdri_path = "/path/to/hdri.exr"
    if os.path.exists(hdri_path):
        node_env.image = bpy.data.images.load(hdri_path)

    # Add Background shader
    node_bg = nodes.new(type='ShaderNodeBackground')
    node_bg.location = (0, 0)
    node_bg.inputs['Strength'].default_value = 1.0

    # Add World Output
    node_output = nodes.new(type='ShaderNodeOutputWorld')
    node_output.location = (300, 0)

    # Link nodes
    links.new(node_env.outputs['Color'], node_bg.inputs['Color'])
    links.new(node_bg.outputs['Background'], node_output.inputs['Surface'])

Expected: World shader with HDRI or solid background configured On failure: Skip HDRI loading if file missing, use Background node alone with color

7. Configure Render Settings

Set basic render parameters:

def setup_render_settings():
    """Configure render settings."""
    scene = bpy.context.scene

    # Render engine
    scene.render.engine = 'CYCLES'  # or 'BLENDER_EEVEE'
    scene.cycles.samples = 128
    scene.cycles.use_denoising = True

    # Output settings
    scene.render.resolution_x = 1920
    scene.render.resolution_y = 1080
    scene.render.resolution_percentage = 100

    # File format
    scene.render.image_settings.file_format = 'PNG'
    scene.render.image_settings.color_mode = 'RGBA'
    scene.render.image_settings.color_depth = '16'
    scene.render.filepath = "/tmp/render_"

Expected: Render settings configured, ready for rendering On failure: Check engine name spelling, verify resolution values are positive integers

8. Organize Scene Hierarchy

Create collections for organization:

def organize_collections():
    """Organize objects into collections."""
    # Create collections
    col_geometry = bpy.data.collections.new("Geometry")
    col_lights = bpy.data.collections.new("Lights")
    col_cameras = bpy.data.collections.new("Cameras")

    # Link to scene
    bpy.context.scene.collection.children.link(col_geometry)
    bpy.context.scene.collection.children.link(col_lights)
    bpy.context.scene.collection.children.link(col_cameras)

    # Move objects to collections
    for obj in bpy.data.objects:
        # Unlink from main collection
        bpy.context.scene.collection.objects.unlink(obj)

        # Link to appropriate collection
        if obj.type == 'MESH':
            col_geometry.objects.link(obj)
        elif obj.type == 'LIGHT':
            col_lights.objects.link(obj)
        elif obj.type == 'CAMERA':
            col_cameras.objects.link(obj)

Expected: Objects organized in named collections for easier management On failure: Check collection already exists before creating, handle orphaned objects

Validation Checklist

  • Script runs without errors in Blender background mode
  • All expected objects present in scene outliner
  • Materials show correct colors and properties in shader editor
  • Camera positioned with objects in frame
  • Lighting provides adequate illumination (test render)
  • World environment loads correctly (HDRI or background color)
  • Render settings configured appropriately for output requirements
  • Scene organized logically in collections
  • No orphaned data blocks (materials, meshes without users)
  • Script includes clear_scene() for reproducibility

Common Pitfalls

  1. Object naming conflicts: Use unique names, check for existing objects before creating
  2. Incorrect color format: RGB values must be tuples (r, g, b, a) in [0,1] range
  3. Units confusion: Blender uses meters by default, camera lens in millimeters
  4. Rotation formats: Use math.radians() for degree-to-radian conversion
  5. Render engine differences: EEVEE and Cycles have different features and parameters
  6. Memory leaks: Clear orphaned data blocks to prevent memory buildup in batch operations

Related Skills

レビュー

まだレビューはありません。使ってみた感想をお寄せください。

同じリポジトリのスキル

概要と使いどころ

Execute structural metamorphosis using strangler fig migration, chrysalis phases, and interface preservation. Covers transformation planning, parallel running, progressive cutover, rollback design, and post-metamorphosis stabilization for system architecture evolution. Use when assess-form has classified the system as READY for transformation, when migrating from monolith to microservices, when replacing a core subsystem while dependents continue operating, or when any architectural change must be gradual rather than big-bang.

日本語の概要は準備中です。原文の説明を表示しています。

pjt222/agent-almanac372026年10月10日 更新

adaptic

無料

Master skill composing the 5-step synoptic cycle for panoramic synthesis across multiple domains. Orchestrates meditate, expand-awareness, observe, awareness, integrate-gestalt, and express-insight into a coherent process that produces unified understanding rather than sequential compromise. Use when a problem genuinely spans 3+ domains and the interactions between domains matter more than depth in any one, when sequential analysis feels like compromise rather than integration, or before major architectural decisions affecting multiple stakeholders.

日本語の概要は準備中です。原文の説明を表示しています。

pjt222/agent-almanac372026年10月10日 更新

Scaffold a new puzzle type across all 10+ pipeline integration points in jigsawR. Creates the core puzzle module, wires it into the unified pipeline (generation, positioning, rendering, adjacency), adds ggpuzzle geom/stat layers, updates DESCRIPTION and config.yml, extends the Shiny app, and creates a comprehensive test suite. Use when adding a completely new puzzle type to the package or following the 10-point integration checklist to ensure nothing is missed end-to-end.

日本語の概要は準備中です。原文の説明を表示しています。

pjt222/agent-almanac372026年10月10日 更新

Add Rcpp or RcppArmadillo integration to an R package for high-performance C++ code. Covers setup, writing C++ functions, RcppExports generation, testing compiled code, and debugging. Use when an R function is too slow and profiling confirms a bottleneck, when you need to interface with existing C/C++ libraries, or when implementing algorithms (loops, recursion, linear algebra) that benefit from compiled code.

日本語の概要は準備中です。原文の説明を表示しています。

pjt222/agent-almanac372026年10月10日 更新

aikido

無料

Practice aikido as a defensive martial art emphasizing harmony, redirection, and controlled resolution. Covers centering and grounding, ukemi (safe falling and rolling), core techniques (irimi-nage, shiho-nage, kote-gaeshi, ikkyo), blending and tai sabaki (body movement), randori (multiple attacker practice), weapons awareness, and applying principles off the mat. Use when learning a defensive martial art that prioritizes de-escalation, developing the ability to redirect aggression without causing unnecessary harm, building safe falling skills, or cultivating calm centeredness under physical pressure.

日本語の概要は準備中です。原文の説明を表示しています。

pjt222/agent-almanac372026年10月10日 更新

Analyze an arbitrary codebase to identify functions, APIs, and data sources suitable for exposure as MCP tools, producing a tool specification document. Use when planning an MCP server for an existing project, auditing a codebase before wrapping it as an AI-accessible tool surface, comparing what a codebase can do versus what is already exposed via MCP, or generating a tool spec to hand off to scaffold-mcp-server.

日本語の概要は準備中です。原文の説明を表示しています。

pjt222/agent-almanac372026年10月10日 更新

pjt222 のスキルをすべて見る

このスキルの問題を報告する