Blender scene
Skill nubasu/Pseudo-Fable-Framework/frameworks/pseudo-fable-blender/.claude/skills/blender-scene
Multi-asset scene assembly in Blender — camera-first composition (dress what the camera sees), scale truth against human-metric anchors, layout order from architecture to scatter, clearance rules, instancing over copying, a quality budget graded by camera proximity, density gradients toward the focal point, and motivated lighting. Use when the task is an environment, a room, a diorama, or any request involving multiple assets in one shot.From its SKILL.md
npx -y skills add nubasu/Pseudo-Fable-Framework --skill blender-sceneAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 0 stars0 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
SKILL.md
4.8 KB, ~1.0k tokens by cl100k_base, as published. Nobody here has run it
blender-scene — scenes are shots, not worlds
A scene request ("a cozy reading corner") is not N asset requests; it is ONE image request that happens to contain N assets. Everything follows from that inversion: compose the camera first, then build and dress exactly what it sees, at the quality its distance from the lens deserves.
Camera first
Before building anything: place the camera per blender-light-camera (interior: 24–35 mm; diorama/tabletop: 50 mm+), block the composition with proxy cubes, and render the empty framing. The camera defines three zones — hero (focal point, near), mid (supporting, visible), background (context, far/edge) — and those zones are the quality budget:
| Zone | Build depth |
|---|---|
| hero asset(s) | full blender-build-loop at the spec's tier — this is where the excellence loop spends |
| mid props | forms + basic materials (production floor, no tertiary detail) |
| background | blockout + color + correct scale; detail here is invisible and unpaid |
Spending hero effort on a barely-visible bookshelf is the scene-scale version of detailing before proportions. State the zone assignment in the scene spec.
Scale truth — one wrong prop breaks the whole shot
Humans read scenes through built-in metric anchors; violate one and everything looks miniature or gigantic:
- door 2.0 × 0.9 · ceiling 2.4–2.7 · seat 0.45 · table 0.74 · counter 0.9 · stair riser 0.18 · book 0.20–0.28 tall · mug 0.095.
- Every asset gets a dimension probe on entry to the scene; imported/reused assets especially (probe, apply scale).
- Keep a hidden 1.7 m human-silhouette proxy in the file and render it once against the set — the fastest full-scene scale audit there is. Delete it from deliverables.
Layout order (mirrors the build loop's phases)
- Architecture / ground — floor, walls, large planes at true dimensions. Blockout gate: the empty room framing reads.
- Hero placement — the focal asset(s) at the composition's power position (thirds intersection or motivated center).
- Functional props — things whose placement tells the story (the open book ON the chair, the lamp NEXT TO it). Function first: someone lives here, nothing floats or intersects.
- Clearances — walkway ≥ 0.8, chair pull-out 0.75, door swing arc empty. A probe render from human eye height (1.6 m) catches what the beauty camera hides.
- Scatter / tertiary — debris, books, cables, foliage via instanced collections / geometry-node or particle scatter. Never hand-copy 20 objects — instance them (
Alt-less scripting:collection instancesor linked object data), then break uniformity: vary rotation/scale per instance (±10–20%), because perfectly-aligned repeats read as CG instantly.
Density gradient and negative space
Visual density rises toward the focal point and thins at the frame edges — that's what steers the eye. Empty space is a feature: the instinct to fill every shelf produces noise, not richness. Rule of thumb: if the squint test doesn't land on the hero first, the dressing is fighting the shot — remove, don't add.
Motivated lighting
Scenes don't get abstract studio rigs — light comes from something in the world: the window is the key, practicals (lamps, screens) are accents, one dominant direction everything obeys. Sun/window through-light: a Sun lamp angled 15–40° for long readable shadows beats noon. Interior night: practicals as emitters + one soft ambient fill so shadows don't die to black. Same color-management and exposure iteration as blender-light-camera.
Scene-level verification
- The probe set runs from the final camera (that's the deliverable) plus one orbit view and the eye-height clearance render — off-camera chaos is fine, on-camera chaos isn't; say which is which.
- Data probes still apply per asset (scale_applied, budgets summed across the scene, instance counts vs object counts — 500 real copies where 500 instances belong is a probe finding).
- The rubric scores the SHOT: silhouette axis becomes composition-reads, detail axis becomes density-gradient, spec fidelity includes the story props the request named.
- The excellence loop critiques the image like an art director: what does the eye hit first / second / where does it get stuck / what breaks scale or story — then fixes in zone-priority order (hero → mid → background).
What ships with it
Read from the repository
Just SKILL.md. No reference files, no scripts.