blender-stylized-npr
Stylized / NPR looks in Blender 5.2 - toon and cel shading (bands, shadow tint, rim, hard specular), anime faces with custom normals, inverted-hull outlines with smoothed outline normals for game engines, Line Art and Freestyle lines, Grease Pencil drawing, unlit export. Use for anime, cartoon, comic, cel-shaded or outlined styles.
How do I install this agent skill?
npx skills add https://github.com/el4cteo/blender-skills --skill blender-stylized-nprIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill is safe to use. It provides tools for creating stylized/NPR (Non-Photorealistic Rendering) looks in Blender, such as toon shading, outlines, and anime-style lighting, using the standard Blender Python API and NumPy.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
Stylized / NPR
The execution model is in blender-core. Base colors still come from blender-pbr-materials/blender-texturing. This skill replaces how they're lit.
One call each
scripts/toon_setup.py -- --objects Hero Sword --bands 2 --rim 0.4 --outline 0.004
scripts/toon_setup.py -- --objects Hero --bands 3 --spec 0.3 --smooth-normals # + engine outline data
scripts/toon_setup.py -- --objects Hero --lighting scene # EEVEE: all lights + cast shadows
scripts/toon_setup.py -- --line-art --outline 0 # scene-wide Line Art
scripts/toon_setup.py -- --objects Hero Sword --remove --line-art # exact restore
toon_setup.py
- Inserts an
NPR_Toonemission group between each material's Principled base color and the output, and records the original surface link for--remove. Re-running updates values in place. --lighting key(default, Cycles + EEVEE): shading = N·L against one sun (--light;NPR_Keyis created if there's none). Drivers follow the sun's rotation, so rotate the sun to art-direct the shadow shape. This is how engine toon shaders work, and the look matches after export.--lighting scene: Shader to RGB on a white diffuse, so every light and cast shadow shapes the bands. EEVEE only. Measured: in Cycles, Shader to RGB returns a constant regardless of light (identical render at 0, 3 and 10 W/m² sun).- Bands: 2 (lit/shadow, classic anime) or 3 (adds a mid band 0.45 above
--threshold).--softness(0.02) is the half-width of the band edge, so 0 aliases.--shadow-tintmultiplies the base color: use cool and saturated (0.6, 0.55, 0.75), never grey/black, because grey shadows read as dirty. --rim(0–1) adds a lit-side rim, and--spec(0–1) a hard Blinn highlight disc (0.2–0.4 for hair/metal, 0 for skin).- Sets view transform Standard: AgX/Filmic desaturate and compress flat colors, so the albedo you pick is the pixel you get only under Standard. The original is restored on
--remove.
Outlines (pros use several at once)
| Method | Where it works | Notes |
|---|---|---|
Inverted hull (--outline, m) | Cycles, EEVEE, engines | Solidify outward, flipped normals, outline slot, Backfacing→transparent. Width 2–6 mm on a 1.75 m character. --outline-group = vertex group for width (taper toward tips, 0 inside the mouth) |
--smooth-normals | engine outline shaders | NPR_OutlineNormal corner color = position-welded normal in tangent space (0.5 + 0.5n). Hard edges/UV splits no longer open gaps. Decode n = TBN·(c·2−1) |
Line Art (--line-art, Grease Pencil) | renders | contour + crease + intersection from the camera. Needs a scene camera. --line-radius (m) |
| Freestyle | renders | scene.render.use_freestyle = True, line_thickness px. Slowest, most options |
Known hull limits: lines at intersections and inner creases are missing (use Line Art for those in renders), and hard-edged meshes split the hull. In Blender, merge by distance before the Solidify. In engines, use --smooth-normals. |
Anime faces and hair
- Face shadows from real normals look blotchy. Transfer custom normals from a simple ellipsoid proxy: a Data Transfer modifier with
use_loop_data=True,data_types_loops={'CUSTOM_NORMAL'},loop_mapping='POLYINTERP_NEAREST'(no auto smooth needed since 4.1), masked by a face vertex group. Engines import the custom normals (FBX/glTF export normals). - For a stylized nose/cheek shadow, many games use an SDF face shadow texture sampled with the light angle in-engine. Author it as a grayscale threshold map, not in the node tree.
- Hair: a strong
--specplus a hand-painted highlight band ("angel ring") in the base color texture.
Grease Pencil (5.x API)
gp = bpy.data.grease_pencils.new("Ink"); ob = bpy.data.objects.new("Ink", gp); scene.collection.objects.link(ob)
mat = bpy.data.materials.new("Ink"); bpy.data.materials.create_gpencil_data(mat); gp.materials.append(mat)
drawing = gp.layers.new("Lines").frames.new(1).drawing
drawing.add_strokes([3]); s = drawing.strokes[0]
for i, p in enumerate(s.points): p.position, p.radius = (i * 0.5, 0, 0), 0.01 # radius in m
Strokes expose cyclic, material_index, fill_id, hide_stroke. Raw attributes: drawing.attributes (position, radius). GreasePencilv3/grease_pencils_v3 are gone (5.0). 5.2 Line Art can emit fill strokes (fill_strokes).
To game engines
Node toon shading doesn't export. Export the base color textures and rebuild the toon ramp in the engine (UE material/post-process, Unity URP toon shader, Godot ShaderMaterial), driven by the same sun direction. Ship the hull as a second material slot (apply the modifier), or as NPR_OutlineNormal for a shader outline pass.
For flat, unlit assets in glTF, use a Background shader, or Light Path Is Camera Ray mixing Transparent→Background: both export as KHR_materials_unlit. Emission exports as emissive on a black base, not unlit (measured).
Gotchas
- Apply scale before
--outline: Solidify thickness is in object space. - Bloom and AO fight the flat look. Keep the world dim and uniform, and use one key light plus maybe a rim light.
--lighting scenebands shift with light energy (luminance 0.3 ≈ threshold 0). Raise/lower--thresholdinstead of the light power.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/el4cteo/blender-skills/blender-stylized-npr">View blender-stylized-npr on skillZs</a>