Agent-almanac create-3d-scene

install
source · Clone the upstream repo
git clone https://github.com/pjt222/agent-almanac
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/pjt222/agent-almanac "$T" && mkdir -p ~/.claude/skills && cp -r "$T/i18n/caveman-lite/skills/create-3d-scene" ~/.claude/skills/pjt222-agent-almanac-create-3d-scene && rm -rf "$T"
manifest: i18n/caveman-lite/skills/create-3d-scene/SKILL.md
source content

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, DOF
location=(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

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

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. Missing alpha channel: When setting colors, include alpha:
    (r, g, b, 1.0)
  4. Node connection errors: Verify node types have expected inputs/outputs before linking
  5. Camera not active: Must set
    bpy.context.scene.camera = camera_object
  6. Relative vs absolute paths: Use absolute paths or Path() for cross-platform compatibility
  7. Units confusion: Blender uses meters by default, camera lens in millimeters
  8. Rotation formats: Use
    math.radians()
    for degree-to-radian conversion
  9. Render engine differences: EEVEE and Cycles have different features and parameters
  10. Memory leaks: Clear orphaned data blocks to prevent memory buildup in batch operations

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