render-comp
Purpose
Compute images (Cycles/EEVEE/Workbench), split them into controllable passes, assemble them into film, correct then grade. Render once, grade twice.
Scope
D112–D119, D136 farms, Depth 36, S-13 cheat sheet, farm notes in Depth 24.5. Final encode/delivery is production-finishing but this skill produces EXR masters.
Activation Conditions
- Samples, denoise, Cycles, EEVEE, EXR, passes, Cryptomatte, compositor, grade, LUT, AgX, render farm
Use render-comp
Non-Activation Conditions
- Designing lights (→ lighting)
- Designing materials (→ lookdev)
- Final codec for YouTube (→ production-finishing) after grade
Instructions
- Engine already committed (5.2). If not, resolve it.
- Color management: AgX default. Exposure per scene. Don't "fix" with RGB curves on the raw combined only — use passes.
- Output: EXR multilayer frames, never final-to-compressed-video from the 3D file (D128).
- Iterate at 25–50% res, low samples + denoise; final 100% after approval. Never iterate at final settings (S-13).
- Cycles: 32–128 samples + OIDN/OptiX denoise; adaptive sampling ON; bounces 4–8; caustics OFF unless needed; GPU.
- EEVEE Next (4.2+): raytracing options in Ch 25; still commit look.
- Optimization order (D114): denoise → lights/samples → bounces → shader complexity → volumes → geometry.
- Passes (D115): Combined, Diffuse, Glossy, Transmission, Volume, Emit, Env, AO, Mist, Shadow, Cryptomatte. Enable what comp will use.
- AOVs (D116): wetness, magic, custom. Cryptomatte for isolations.
- Compositor cookbook (36.1): Render Layers → premult → grade tree → glows → DoF/MB if not rendered → grain → output.
- Pass-based relighting (36.2) instead of re-render when possible.
- Color correction (D118) first (exposure, WB, contrast) then grading (D119) look. Scopes (36.3). Shot → sequence → film (36.4).
- Film looks/LUTs (36.5). Stylized grading matches shading (36.6 / Ch 18).
- Farms (D136): Flamenco; crash-safe frames; re-render failed only.
- Motion blur 2–8% shutter if rendered; else vector blur (5.7).
Procedures
Cheat sheet (S-13)
Samples 32–128 + denoise; AgX; EXR multilayer; WIP 25–50%; GPU on.
Comp integration of VFX
Additive/screen glows on emission/AOV; grain after; match plate if D132.
When image is wrong
If noise/fireflies: samples/clamp/shader. If mood wrong: lighting. If color wrong: this skill. If albedo wrong: lookdev. Don't re-render to warm a shot 200K.
Decision Logic
5.2 engine, 5.7 DoF/MB, 5.8 format, 5.15 offline vs realtime. PBR-pure materials allow hybrid EEVEE iterate / Cycles hero.
Inputs
- Lit scene, style, shot camera, required passes, farm or local, budgets
Outputs
- EXR sequences
- Comp .blend or node tree
- Grade notes / LUT
- Test frames approved
- Shared state: shot rendered/comped;
locks.render
Tools
Cycles, EEVEE, Workbench, Compositor, Cryptomatte, OIDN/OptiX, Flamenco, FFmpeg later. S-13, Ch 36, Ch 25 for EEVEE.
Constraints
Never ship JPEG as master. Never skip denoise strategy. Never grade before correct. Never change AgX mid-film without a reason.
Edge Cases
- Toon: separate character/world ramps; grade together (18.7).
- Volumes + crystals: Cycles, cap transmission/volume bounces.
- Realtime film: EEVEE settings from Ch 25.
Failure Modes & Fixes
| FAIL |
FIX |
| Noise |
Denoise; more samples on volumes; clamp |
| Fireflies |
Roughness min; clamp indirect; caustics off |
| Banding |
EXR; dither; grain |
| Flicker denoise |
More samples; temporal; don't mix denoisers |
| Looks different per shot |
36.4 sequence grade; scopes |
| Black frames |
Missing textures/overrides; farm path |
Dependencies
- Needs lighting + lookdev
- Consumes vfx layers
- Drives production-finishing edit
- Feedback to lighting/lookdev
Related Skills
lighting, lookdev, vfx, production-finishing, cinematography, decision-engine
Delegation Rules
- Mood not working → lighting
- Plastic skin in render → lookdev
- Encode/loudness/delivery → production-finishing
- Python batch render → production-finishing Ch 24
Examples
- Short film: Cycles 64 adaptive + OIDN, EXR multilayer, mist+crypto, comp grain + mild LUT, ProRes from VSE later.
- Stylized: EEVEE, Shader-to-RGB already in lookdev, comp outlines if line-art, punchy grade.
Required Knowledge / Context
knowledge/domains/ch14-render-comp.md
knowledge/depth/ch36-compositing-color.md
- S-13 cheat sheet
knowledge/depth/ch24-pipeline-automation.md (farms)
knowledge/depth/ch25-realtime.md (EEVEE)
References to Shared Resources
decision-engine 5.2 5.7 5.8 5.15
workflows/shot-pipeline.md
1---2name: render-comp3description: Rendering, engine choice execution, optimization, passes/AOVs, compositing, color correction and grading — turning the scene into film images without re-rendering to fix color.4---56# render-comp78## Purpose910Compute images (Cycles/EEVEE/Workbench), split them into controllable passes, assemble them into film, correct then grade. Render once, grade twice.1112## Scope1314D112–D119, D136 farms, Depth 36, S-13 cheat sheet, farm notes in Depth 24.5. Final encode/delivery is `production-finishing` but this skill produces EXR masters.1516## Activation Conditions1718- Samples, denoise, Cycles, EEVEE, EXR, passes, Cryptomatte, compositor, grade, LUT, AgX, render farm19- `Use render-comp`2021## Non-Activation Conditions2223- Designing lights (→ lighting)24- Designing materials (→ lookdev)25- Final codec for YouTube (→ production-finishing) after grade2627## Instructions28291. Engine already committed (5.2). If not, resolve it.302. Color management: AgX default. Exposure per scene. Don't "fix" with RGB curves on the raw combined only — use passes.313. Output: EXR multilayer frames, never final-to-compressed-video from the 3D file (D128).324. Iterate at 25–50% res, low samples + denoise; final 100% after approval. Never iterate at final settings (S-13).335. Cycles: 32–128 samples + OIDN/OptiX denoise; adaptive sampling ON; bounces 4–8; caustics OFF unless needed; GPU.346. EEVEE Next (4.2+): raytracing options in Ch 25; still commit look.357. Optimization order (D114): denoise → lights/samples → bounces → shader complexity → volumes → geometry.368. Passes (D115): Combined, Diffuse, Glossy, Transmission, Volume, Emit, Env, AO, Mist, Shadow, Cryptomatte. Enable what comp will use.379. AOVs (D116): wetness, magic, custom. Cryptomatte for isolations.3810. Compositor cookbook (36.1): Render Layers → premult → grade tree → glows → DoF/MB if not rendered → grain → output.3911. Pass-based relighting (36.2) instead of re-render when possible.4012. Color correction (D118) first (exposure, WB, contrast) then grading (D119) look. Scopes (36.3). Shot → sequence → film (36.4).4113. Film looks/LUTs (36.5). Stylized grading matches shading (36.6 / Ch 18).4214. Farms (D136): Flamenco; crash-safe frames; re-render failed only.4315. Motion blur 2–8% shutter if rendered; else vector blur (5.7).4445## Procedures4647### Cheat sheet (S-13)48Samples 32–128 + denoise; AgX; EXR multilayer; WIP 25–50%; GPU on.4950### Comp integration of VFX51Additive/screen glows on emission/AOV; grain after; match plate if D132.5253### When image is wrong54If noise/fireflies: samples/clamp/shader. If mood wrong: lighting. If color wrong: this skill. If albedo wrong: lookdev. Don't re-render to warm a shot 200K.5556## Decision Logic57585.2 engine, 5.7 DoF/MB, 5.8 format, 5.15 offline vs realtime. PBR-pure materials allow hybrid EEVEE iterate / Cycles hero.5960## Inputs6162- Lit scene, style, shot camera, required passes, farm or local, budgets6364## Outputs6566- EXR sequences67- Comp .blend or node tree68- Grade notes / LUT69- Test frames approved70- Shared state: shot rendered/comped; `locks.render`7172## Tools7374Cycles, EEVEE, Workbench, Compositor, Cryptomatte, OIDN/OptiX, Flamenco, FFmpeg later. S-13, Ch 36, Ch 25 for EEVEE.7576## Constraints7778Never ship JPEG as master. Never skip denoise strategy. Never grade before correct. Never change AgX mid-film without a reason.7980## Edge Cases8182- Toon: separate character/world ramps; grade together (18.7).83- Volumes + crystals: Cycles, cap transmission/volume bounces.84- Realtime film: EEVEE settings from Ch 25.8586## Failure Modes & Fixes8788| FAIL | FIX |89|---|---|90| Noise | Denoise; more samples on volumes; clamp |91| Fireflies | Roughness min; clamp indirect; caustics off |92| Banding | EXR; dither; grain |93| Flicker denoise | More samples; temporal; don't mix denoisers |94| Looks different per shot | 36.4 sequence grade; scopes |95| Black frames | Missing textures/overrides; farm path |9697## Dependencies9899- Needs lighting + lookdev100- Consumes vfx layers101- Drives production-finishing edit102- Feedback to lighting/lookdev103104## Related Skills105106lighting, lookdev, vfx, production-finishing, cinematography, decision-engine107108## Delegation Rules109110- Mood not working → lighting111- Plastic skin in render → lookdev112- Encode/loudness/delivery → production-finishing113- Python batch render → production-finishing Ch 24114115## Examples116117- Short film: Cycles 64 adaptive + OIDN, EXR multilayer, mist+crypto, comp grain + mild LUT, ProRes from VSE later.118- Stylized: EEVEE, Shader-to-RGB already in lookdev, comp outlines if line-art, punchy grade.119120## Required Knowledge / Context121122- `knowledge/domains/ch14-render-comp.md`123- `knowledge/depth/ch36-compositing-color.md`124- S-13 cheat sheet125- `knowledge/depth/ch24-pipeline-automation.md` (farms)126- `knowledge/depth/ch25-realtime.md` (EEVEE)127128## References to Shared Resources129130- `decision-engine` 5.2 5.7 5.8 5.15131- `workflows/shot-pipeline.md`