Blender scene
Skill nubasu/Pseudo-Fable-Framework/frameworks/pseudo-fable-blender/.claude/skills/blender-scene
Written by Fable, for models that aren't — context frameworks that lift Opus/Sonnet-class agents to Fable-grade work discipline.
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.
What its author says it does
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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.
SKILL.md
4.8 KB, 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).