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Blender 3D Mastery
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

What is Blender 3D Mastery?

Comprehensive AI context book for Claude Code operating Blender via blender-mcp (ahujasid). 22 chapters, 83 runnable bpy recipes, complete tool reference for all 22 blender-mcp tools (including Hyper3D Rodin and Hunyuan3D). Domain workflows: arch viz, game assets, product viz, character sculpting, motion graphics. Blender 4.x. Written TO Claude Code as a dense retrieval-optimized knowledge base.

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Research compilation — Claude Code · markdown · Listed May 26, 2026

Contents

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