Executes photoreal 3D product renders end to end in headless Blender: GPU detection (Metal/CUDA/OptiX/HIP) with CPU fallback, denoiser detection, a parametric device-mesh builder, and PBR node graphs wired from the direction skills' numbers, then a hybrid strategy that keeps true 3D for a short beauty pass and hands the rest to Remotion. Use when someone asks to "actually render this in 3D", "make the hero shot real CGI", "the phone doesn't look real", "render this ourselves instead of an image model", or when a direction spec must become a real rendered file. Not for choosing material numbers (cgi-render-direction), lighting (studio-lighting-design), framing (hero-shot-composition), image-model prompts (photoreal-prompt-craft), reveal timing (device-reveal-choreography), or Remotion assembly (remotion-compose / remotion-render).
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name: cgi-render-pipeline
description: "Executes photoreal 3D product renders end to end in headless Blender: GPU detection (Metal/CUDA/OptiX/HIP) with CPU fallback, denoiser detection, a parametric device-mesh builder, and PBR node graphs wired from the direction skills' numbers, then a hybrid strategy that keeps true 3D for a short beauty pass and hands the rest to Remotion. Use when someone asks to \"actually render this in 3D\", \"make the hero shot real CGI\", \"the phone doesn't look real\", \"render this ourselves instead of an image model\", or when a direction spec must become a real rendered file. Not for choosing material numbers (cgi-render-direction), lighting (studio-lighting-design), framing (hero-shot-composition), image-model prompts (photoreal-prompt-craft), reveal timing (device-reveal-choreography), or Remotion assembly (remotion-compose / remotion-render)."
---
# CGI Render Pipeline
The direction-layer skills produce numbers: a fillet radius, a roughness jitter,
an IOR, a key-light size, a focal length. This skill is where those numbers stop
being a description and become pixels - a real Cycles path-trace with computed
light, shadow, and reflection, not a 2D composite wearing a gradient that's
pretending to be glass. The failure mode this exists to kill: a flat PIL/CSS
"3D-look" render - a Ken Burns pan over a sticker - that reads as CG-fake the
instant a person who has shipped a real product looks at it.
Two runtime facts decide everything downstream - the GPU you actually have and
the denoiser you actually have. Both are environment questions, not assumptions,
and this skill probes both before it quotes a single cost or quality ceiling.
## The hardware reality - check it, don't assume it
Never claim a render is GPU-accelerated, or apologize for CPU-only quality,
without having actually probed the machine you're running on. The two
environments a Skill Me session can be running in have opposite answers:
… load the full skill through Skill Me