
On Trove · from Matan Marudi
Blender 3D Mastery
A Complete Reference for Claude Code with Blender MCP
Comprehensive AI context book for Claude Code operating Blender via blender-mcp (ahujasid).
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- By Matan Marudi
- 30 chapters
- Updated Nov 5, 2026
- 33 readers
What’s inside
- Blender Foundations
- Blender Architecture & Data Model
- Navigation, Workspaces & Interface
- Objects: Transforms, Origins, Parenting & Instances
- Mesh Data: Vertices, Edges, Faces, Normals & UVs
- Mesh Editing & Modeling Techniques
Contents
- 01Blender 3D Mastery: A Complete Reference for Claude Code with Blender MCPp.1
- Table of Contentsp.1
- 02Decision Matrixp.2
- 03Blender Foundationsp.3
- 04Blender Architecture & Data Modelp.4
- ID Datablocksp.4
- Object vs. Data Distinctionp.4
- Scene Graphp.4
- Dependency Graph (Depsgraph)p.4
- Library Linking vs. Appendingp.4
- Key Access Pattern Summaryp.4
- 05Navigation, Workspaces & Interfacep.5
- Default Workspacesp.5
- Editor Typesp.5
- Interaction Modesp.5
- Active Object — READ vs. WRITEp.5
- 3D Cursorp.5
- Context Override (Blender 4.x) — Required for Area-Specific Operatorsp.5
- View Layerp.5
- 06Objects: Transforms, Origins, Parenting & Instancesp.6
- Transform Propertiesp.6
- Matrix Worldp.6
- Apply Transformsp.6
- Setting the Active Object (Blender 4.x)p.6
- Originp.6
- Parentingp.6
- Instancingp.6
- Duplicationp.6
- 07Mesh Data: Vertices, Edges, Faces, Normals & UVsp.7
- Mesh Collections Overviewp.7
- Accessing Vertex Data (Object Mode)p.7
- Loopsp.7
- UV Layersp.7
- Custom Attributes (Blender 4.x)p.7
- Normalsp.7
- bmesh — Edit Mode Mesh Editingp.7
- Topology Guidelinesp.7
- 08Mesh Editing & Modeling Techniquesp.8
- Mode Setup Patternp.8
- Selectionp.8
- Core Edit-Mode Operatorsp.8
- Proportional Editingp.8
- Boolean Operationsp.8
- Hard Surface vs. Organic Modeling Patternsp.8
- Transform Operators in Edit Modep.8
See all 30 parts
- 09Modifiers System (Non-Destructive Modeling)p.9
- Modifier Stack Fundamentalsp.9
- Generate Modifiersp.9
- Deform Modifiersp.9
- Physics Modifiersp.9
- Geometry Nodes Modifierp.9
- Complete Modifier Type Referencep.9
- Common Multi-Modifier Setupsp.9
- 10Materials, Shading & Renderingp.10
- 11Materials & Shader Nodesp.11
- Material Creation and Assignmentp.11
- Principled BSDF — Complete Input Referencep.11
- Image Texture Nodep.11
- Normal Map Setupp.11
- Complete PBR Material Setup (Full Node Graph)p.11
- Common Shader Node Types Referencep.11
- Common Material Recipesp.11
- Material Transparency Settings (Blender 4.x)p.11
- +1 more section
- 12Lighting: Types, HDRI & Light Probesp.12
- Light Object Creationp.12
- Light Type Properties Referencep.12
- HDRI World Environment Setupp.12
- Three-Point Lighting Rigp.12
- Volumetric Lighting (World Volume / Object Volume)p.12
- Procedural Sky (Blender 4.x)p.12
- Shadow and Visibility Controlsp.12
- Light Linking (Blender 4.x)p.12
- 13Cameras: Focal Length, Depth of Field & Compositionp.13
- Camera Creation and Basic Setupp.13
- Camera Properties Referencep.13
- Focal Length Referencep.13
- Depth of Fieldp.13
- Camera Constraintsp.13
- Multiple Camera Setup and Switchingp.13
- Render Region and Camera Framingp.13
- Animated Camera Move (Keyframed)p.13
- 14Rendering: Cycles vs EEVEEp.14
- Engine Selectionp.14
- Cycles Settingsp.14
- EEVEE Settings (Blender 4.2+ EEVEE Next)p.14
- Output Settingsp.14
- Render Executionp.14
- Render Passes (Cycles)p.14
- GPU Rendering Configurationp.14
- Color Managementp.14
- +2 more sections
- 15Advanced Systemsp.15
- 16Geometry Nodes: Procedural Modelingp.16
- Adding a Geometry Nodes Modifierp.16
- CRITICAL: Blender 4.0 Interface API Breakp.16
- Group Input and Output Nodesp.16
- Setting Modifier Input Valuesp.16
- Core Geometry Node Type Stringsp.16
- Node Input Access Patternsp.16
- Attribute Systemp.16
- Practical Scatter Example — Complete Working Setupp.16
- +2 more sections
- 17Scene Management: Collections, Object Properties & Layersp.17
- Collection Creation and Object Managementp.17
- Collection Visibilityp.17
- Object-Level Propertiesp.17
- Object Selection and Active Objectp.17
- Linking and Appending from External .blend Filesp.17
- Scripted Scene Build Patternp.17
- Collection Utility Functionsp.17
- View Layersp.17
- +1 more section
- 18Asset Libraries, PolyHaven & External Assetsp.18
- Blender Native Asset Libraryp.18
- PolyHaven Integration via blender-mcpp.18
- Sketchfab Integration via blender-mcpp.18
- Supported Import Formatsp.18
- Export Formatsp.18
- Asset Source Decision Matrixp.18
- Batch Import Utilityp.18
- 19Blender MCP Masteryp.19
- 20blender-mcp Tool Reference (Complete — All 22 Tools)p.20
- What blender-mcp Isp.20
- Core Workflow Loopp.20
- Tool Group 1: Scene Inspectionp.20
- Tool Group 2: Code Executionp.20
- Tool Group 3: PolyHavenp.20
- Tool Group 4: Sketchfabp.20
- Tool Group 5: Hyper3D Rodin (AI 3D Generation from Text or Images)p.20
- Tool Group 6: Hunyuan3D (AI 3D Generation from Text or Image URL)p.20
- +3 more sections
- 21Python & bpy API Deep Divep.21
- bpy Module Hierarchyp.21
- bpy.data Collections — Complete Referencep.21
- bpy.context — Key Attributesp.21
- bpy.ops vs. Direct Data Manipulationp.21
- Blender 4.x: context.temp_overridep.21
- BMesh API — Efficient Programmatic Mesh Editingp.21
- bmesh.ops Function Referencep.21
- mathutils Referencep.21
- +4 more sections
- 22Code Recipes Catalogp.22
- Category A: Scene Setupp.22
- Category B: Object Creationp.22
- Category C: Transformsp.22
- Category D: Materialsp.22
- Category E: Lightingp.22
- Category F: Modifiersp.22
- Category G: Renderingp.22
- Category H: Scene Queriesp.22
- +5 more sections
- 23Domain Workflowsp.23
- 24Architectural Visualization Workflowp.24
- 17.1 Scene Configurationp.24
- 17.2 Room Geometryp.24
- 17.3 Camera Setupp.24
- 17.4 Arch Viz Materialsp.24
- 17.5 HDRI World Lightingp.24
- 17.6 Sun Light for Exteriorp.24
- 17.7 Complete MCP Workflow Sequencep.24
- 17.8 Common Arch Viz Pitfallsp.24
- 25Game Asset Pipelinep.25
- 18.1 Polygon Budget Referencep.25
- 18.2 Poly Reduction with Decimate Modifierp.25
- 18.3 UV Unwrap for Gamesp.25
- 18.4 Game-Ready Materialsp.25
- 18.5 Baking Normal Mapsp.25
- 18.6 Export to GLB (Unity / Unreal / Web)p.25
- 18.7 Export to FBX (Legacy Unreal / Unity)p.25
- 18.8 Complete MCP Workflow Sequencep.25
- +1 more section
- 26Product Visualization Workflowp.26
- 19.1 Scene Preparationp.26
- 19.2 Studio Lighting Rigp.26
- 19.3 Product Camerap.26
- 19.4 Product Materialsp.26
- 19.5 Turntable Animationp.26
- 19.6 Complete MCP Workflow Sequencep.26
- 19.7 HDRI vs Three-Point Rigp.26
- 19.8 Batch Rendering Multiple Anglesp.26
- 27Character & Organic Modeling Workflowp.27
- 20.1 Sculpt Mode Setupp.27
- 20.2 Voxel Remeshp.27
- 20.3 Multires Modifier for Detail Sculptingp.27
- 20.4 Retopology with Shrinkwrapp.27
- 20.5 Armature Creationp.27
- 20.6 Skin Weighting (Auto-Weight)p.27
- 20.7 Shape Keys (Blend Shapes / Morph Targets)p.27
- 20.8 Complete MCP Workflow Sequencep.27
- +1 more section
- 28Motion Graphics & Animation Workflowp.28
- 21.1 Keyframe Fundamentalsp.28
- 21.2 F-Curve Interpolationp.28
- 21.3 NLA Editor — Non-Linear Animationp.28
- 21.4 Camera Animationp.28
- 21.5 Drivers — Property Linkingp.28
- 21.6 Motion Graphics: Text Animationp.28
- 21.7 Motion Graphics: Geometry Nodes Instance Arrayp.28
- 21.8 Render Animation Outputp.28
- +2 more sections
- 29Troubleshooting, Errors & Debugging Blender Scriptsp.29
- 22.1 Error Reference Tablep.29
- 22.2 Blender Version Compatibilityp.29
- 22.3 State Dump — Always Run First When Debuggingp.29
- 22.4 Safe Execution Patternp.29
- 22.5 Mode Guard Patternp.29
- 22.6 Context Override for Restricted Operatorsp.29
- 22.7 Orphan Data Cleanupp.29
- 22.8 Performance Troubleshootingp.29
- +3 more sections
- 30Expanded Reference: Scripting, Geometry Nodes, Sculpting, Materials & Riggingp.30
- 23.1 Blender 4 Python Scripting Patterns (from Lupiani)p.30
- 23.2 Geometry Nodes Deep Dive (from Lens/Adriaensen)p.30
- 23.3 Procedural Game Asset Generation (from Lupiani)p.30
- 23.4 Advanced Sculpting Workflows (from Greer)p.30
- 23.5 Photorealistic Materials in Cycles (from Belec)p.30
- 23.6 Character Rigging Deep Dive (from Kelly)p.30
- 23.7 Cross-Cutting Patterns — Combining the Five Disciplinesp.30
- Terrain Excavation Workflow: DEM Road-Cuts with Blended Boundariesp.30



