La interfaz está localizada; las descripciones y documentos de las Skills se traducen automáticamente con IA a su idioma. El código, los comandos, rutas y términos técnicos se mantienen en el original, y prevalece el documento del autor.
Explorar Skills
Productividad · SKILL.md

scene-integration

scene-integration

Routes Dream Textures Blender scene workflows: texture projection, Cycles render pass, Dream Textures render-engine nodes, and scene-derived ControlNet annotation maps.

Independent GitHub snapshot · Automated classification · Original documentation governs

Documentación de la Skill

GitHub

name: scene-integration description: "Routes Dream Textures Blender scene workflows: texture projection, Cycles render pass, Dream Textures render-engine nodes, and scene-derived ControlNet annotation maps." disable-model-invocation: true metadata: disco-role: operating license: GPL 3.0

Scene Integration

Load this sub-skill when the user is working with Dream Textures and Blender scene data rather than an Image Editor-only generation. Stay router-like: choose the right scene path, load the linked reference, run the safe size helper when dimensions are part of the problem, and route install/model/backend-only issues to sibling skills.

Route first

  • Project Dream Texture onto selected mesh faces: use references/texture-projection.md for selected objects, Edit Mode, selected faces, projected UVs, viewport depth/color input, material creation, and optional bake. Use references/troubleshooting.md for disabled buttons, No objects selected, Enter edit mode, No faces selected., warped projection, viewport color surprises, or GPU offscreen failures.
  • Use the Cycles Dream Textures render pass: use references/render-pass-and-engine.md for Cycles setup, pass inputs, compositor routing, animation behavior, color management, and final scaled render size. Run scripts/validate_scene_generation_size.py before changing render resolution or percentage.
  • Build or diagnose the Dream Textures render engine node tree: use references/render-pass-and-engine.md for render-engine setup, node executor behavior, and Stable Diffusion node tasks. Use references/controlnet-annotations.md when the graph involves Depth, Normal, OpenPose, ADE20K, Viewport Color, or ControlNet nodes.
  • Use scene-derived ControlNet or annotation maps: use references/controlnet-annotations.md for ControlNet node contracts, collection versus scene sources, map prerequisites, model-map matching, and minimal Depth/OpenPose/ADE20K node recipes.
  • Triage scene workflow failures: start with references/troubleshooting.md, then route to setup, generation, or backend only if the failure is outside scene integration.

Prerequisites to confirm

Before giving workflow instructions, identify which scene surface the user is on:

  1. Texture projection lives in the 3D Viewport sidebar under the Dream panel. It requires selected mesh object(s), Edit Mode, selected faces, a visible/current viewport, and either a depth-to-image model route or a depth ControlNet route.
  2. Cycles render pass lives in Render Properties while the render engine is Cycles. It requires the Dream Textures render pass to be enabled. If pass input includes depth, the view-layer Z pass and a depth-capable model are required.
  3. Dream Textures render engine uses render engine DREAM_TEXTURES and an assigned Dream Textures node tree. The default node tree feeds Render Properties resolution into a Stable Diffusion node and then to Group Output.
  4. Annotation/ControlNet maps require matching scene data: camera and visible geometry for depth/normal/ADE20K, mapped or recognizable armature bones for OpenPose, ADE20K labels for segmentation, and a visible 3D Viewport for Viewport Color.
  5. Generation size should be planned as multiples of 64. For the Cycles render pass, check the final scaled size after resolution percentage; for texture projection and render-engine nodes, check the planned generation width/height.

Bundled references and safe script

  • references/texture-projection.md: Project Dream Texture operation, viewport input choices, depth model versus depth ControlNet route, projected UVs, material/bake behavior, and projection recipes.
  • references/render-pass-and-engine.md: Cycles render pass setup, pass inputs, size scaling, compositor socket, animation advice, Dream Textures render-engine overview, node categories, Stable Diffusion node behavior, and executor details.
  • references/controlnet-annotations.md: Depth/Normal/OpenPose/ADE20K/Viewport Color maps, ControlNet node contract, map prerequisites, model-map matching, and minimal node-tree recipes.
  • references/troubleshooting.md: symptom table and decision trees for projection, render pass, model mismatch, ControlNet mismatch, VRAM, compositor, and GPU offscreen issues.
  • scripts/validate_scene_generation_size.py: Blender-free argparse helper. Example:
python scripts/validate_scene_generation_size.py \
  --workflow render-pass \
  --width 1000 --height 700 \
  --resolution-percentage 50 \
  --render-pass-input color-depth

Use --json when a parent agent needs a machine-readable summary.

Fast checklists

Texture projection checklist

  1. Select the target mesh object(s) in the 3D Viewport.
  2. Enter Edit Mode and select target faces; only selected faces receive material/UV updates.
  3. Use Local View if unrelated visible objects should not contribute to the viewport depth map.
  4. Choose Depth when prompt/model should control color; choose Depth and Color when existing viewport/material colors should matter.
  5. Choose one conditioning route: depth-to-image model, or Use ControlNet with a depth ControlNet model.
  6. Match planned size to viewport aspect where possible; validate multiples of 64 with --workflow texture-projection.
  7. Enable Bake only when the target UV map is chosen and the user wants the result transferred from Projected UVs to an existing unwrap.

Cycles render-pass checklist

  1. Set render engine to Cycles.
  2. Enable the Dream Textures render pass in Render Properties.
  3. Pick pass input: color, depth, or color-depth.
  4. If depth is involved, enable the view-layer Z pass and select a depth-capable model.
  5. Run the size helper using raw Output Properties dimensions and resolution percentage; the add-on validates the scaled final size.
  6. In the Compositor, enable Use Nodes and connect Render Layers Dream Textures to Composite Image if the generated pass should be the final output.
  7. For animation, keep seed/prompt/noise stable unless per-frame variation is intended.

Render-engine node-tree checklist

  1. Set render engine to Dream Textures and assign or create a Dream Textures node tree.
  2. Ensure a Group Output exists; node execution starts from linked Group Output inputs.
  3. Feed Stable Diffusion Width/Height from Render Properties or explicit integer nodes, then validate with --workflow render-engine.
  4. Use Depth-to-Image task only with a depth map and depth-capable model.
  5. Use ControlNet nodes only with map-compatible models: depth with depth, normal with normal, OpenPose with OpenPose, ADE20K with segmentation/ADE20K.
  6. Inspect blank maps by checking camera, render visibility, collection scope, ADE20K labels, armature/bone mapping, and GPU offscreen context.

Boundaries and sibling routes

This sub-skill owns scene interaction, projection, render pass, render-engine node trees, and scene-derived annotation/ControlNet guidance. Route away instead of expanding scope:

  • Install, add-on import, dependency variants, model download/link/import, Hugging Face token, DreamStudio key, checkpoint config choices: route to setup-and-models.
  • Image Editor prompt-to-image, image-to-image, inpaint/outpaint, upscaling, prompt history, file batch prompts, image-only ControlNet preprocessing: route to generation-workflows.
  • Backend class implementation, Diffusers internals, scheduler/model enum tracebacks, generator subprocess import failures, custom community backend code: route to backend-and-api.

Troubleshooting route

Use the shortest path from symptom to reference:

Skills guardadas