Film assistant

Cartoon look in Blender

Give your Blender scene a cartoon look: flat color in two or three bands, clean outlines, and your original colors kept.

Runs in Blender on your computer

Best for
Cartoon shorts, stylized ads and a hand drawn feel for 3D scenes.
Runs in
Blender 4.2 or later
Time
10 to 20 min
Cost
The work in Blender is free. NOLGIA generation inside it is priced as usual.

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Create a free account and NOLGIA Agent opens with this preset. It works in Blender through the NOLGIA plugin.

Start it from your agent

Paste this into Claude Code, Claude Desktop, Cursor or any agent with NOLGIA connected, with Blender open. The agent follows NOLGIA's workflow for this preset step by step, and asks before it changes anything big.

Starter prompt

Use NOLGIA to give my open Blender scene a cartoon look: toon shading, clean outlines and adjustable colours, keeping my original colours.

In Claude Code it is also a command: /mcp__nolgia__blender-cartoon-shaders. Open in Claude needs NOLGIA added to Claude as a connector.

What it does

The NOLGIA assistant turns the materials in your scene into a cartoon look you can reuse. Colors become two or three flat bands of shading with a soft shift in the shadows, clean outlines are added, and an optional paper or halftone texture gives it a printed feel.

Your original colors stay, and every material keeps its old shader in the node tree so you can switch back. One controls object changes the whole look at once, and the look can be reused in other files.

You need Blender 4.2 or later and the NOLGIA plugin for Blender. The look works best with Blender's real time renderer, and the assistant tells you what changes if you render with Cycles. The work in Blender is free.

Use cases

  • A cartoon short or an animated ad
  • A stylized look for a game trailer
  • Turning a 3D scene into a storybook frame

The workflow

The written steps your agent follows in Blender, the same for every agent: the rules every Blender workflow keeps (a safety copy first, everything stays editable, a preview after each change), then this preset's own steps.

Read the workflow

Rules for every Blender workflow

These instructions are served to the agent with every Blender preset in the Film assistant category. The agent works through the NOLGIA Bridge tools (nolgia_app_*) on Blender running on the person's own computer.

Before anything changes

  1. Call nolgia_app_status. If Blender is not listed, stop and tell the person in two lines: install the NOLGIA plugin for Blender from nolgia.ai/plugins/blender, then press N in the 3D Viewport, open the NOLGIA tab and sign in. Do not guess or continue without it.
  2. Call nolgia_app_info. Read what is really open: the file, the scene, frame range, fps, render engine, resolution, collections and cameras. Describe it back in one sentence so the person can correct you.
  3. If the file has a path, make a safety copy first with a nolgia_app_run that calls bpy.ops.wm.save_as_mainfile(filepath=<same folder>/<name>_before_nolgia.blend, copy=True). If the file was never saved, ask the person to save it (File, Save As) before you start, and wait.
  4. Ask only the questions the workflow lists. Offer a sensible default for each so the person can just say "go".

While working

  • Change the scene in small steps: one nolgia_app_run per logical step, each returning a short summary in result (names created, counts, frame ranges).
  • Never delete, rename or move the person's existing objects, materials or collections unless they asked. Put everything you add in a new collection named after the workflow (for example NOLGIA Destruction).
  • Keep everything editable: modifiers stay live, simulations stay as cache settings plus a bake, materials stay as nodes with the controls exposed on a labelled group or a clearly named node. No applied modifiers or joined meshes unless the workflow says so.
  • After each visible change, call nolgia_app_preview at a representative frame and look at the image before moving on. If it looks wrong, fix it before the next step. Do not describe a result you have not seen.
  • Long bakes and renders: run them, and if a tool hands back a command_id, follow it with nolgia_app_command instead of starting it again.
  • If Python fails, read the traceback in error, fix the code and try once more. After two failures on the same step, explain what failed in plain words and ask how to proceed.

Blender Python that bites

  • Operators act on the view layer's active object and selection, and some (for example bpy.ops.rigidbody.constraint_add) ignore temp_override. Before every operator, set view_layer.objects.active and the selection to exactly the objects you mean, and check afterwards that none of the person's own objects changed.
  • A driver that reads a custom property added in the same script can evaluate to 0. After adding properties and drivers, call obj.update_tag() and bpy.context.view_layer.update(), then check every driver's driver.is_valid and read one driven value back.
  • Never put keyframes and a driver on the same channel. Key a custom property instead and drive the channel from it.
  • Names must be unique in a file: suffix actions, materials and objects you create per part with the part's name.
  • Imported models arrive flat shaded and scaled to about 1 m: shade them smooth and scale them to real size. The GLB's Y-up to Z-up turn is stored as a quaternion, so rotation_euler reads 0: read rotation_quaternion or the world matrix.
  • Per-polygon Python loops over a large generated mesh can exceed the command time limit; read and write mesh data with foreach_get / foreach_set and numpy instead.
  • nolgia_app_export renders from the scene camera. To export from another camera, set scene.camera first and put it back afterwards.

Using NOLGIA where it helps

  • Missing 3D models: generate them with nolgia_generate_3d from a picture the person gives you (or one made with nolgia_text_to_image), then bring them in with nolgia_app_import.
  • Backgrounds, skies and texture plates: make them with nolgia_text_to_image and import them as images.
  • These generations cost credits: say what you are about to make and roughly what it costs (read it from the tool's estimate) before you run it. Work in Blender itself is free.

Finishing

  1. Save the file (nolgia_app_run with bpy.ops.wm.save_mainfile()), never over a different file.
  2. Export a short preview with nolgia_app_export (mp4 for motion, png for a still) so the person has it in their NOLGIA library, and show the still.
  3. Tell the person, in a few lines: what you built, where it lives in the scene (collection names), the one or two controls they are most likely to adjust and where those are, and the path of the safety copy.

Cartoon look in Blender

Turn the scene's materials into a reusable toon look: flat colour with two or three shading bands, a soft colour shift in the shadows, optional paper or halftone texture, and clean outlines. The original colours stay, and every control sits in one place.

Ask

  1. A style reference: an image, a show or film they like, or plain words ("flat anime", "soft storybook", "bold comic"). (Default: two bands and black outlines.)
  2. Which objects get the look: everything, a collection, or the selection.
  3. Outlines: thin, bold, or none; and should inner lines (creases) show?
  4. Keep the engine as it is, or switch to EEVEE for real-time previews? (The toon look needs EEVEE's Shader to RGB; in Cycles it falls back to a stepped-light approximation. Say so.)

Build

  1. One shared node group. Create a node group NOLGIA Toon with inputs: Base Color, Shadow Tint, Band Count (1 to 4), Band Softness, Rim Amount, Texture Amount. Inside: Diffuse BSDF, Shader to RGB, a Map Range or Color Ramp set to constant interpolation with stops built from Band Count, mixing Base Color toward Base Color times Shadow Tint, plus a Fresnel-driven rim. Shader to RGB gives raw light levels, often well above 1, so divide by a Light Level input before the ramp and set it from a preview; otherwise everything lands in one band.
  2. Keep the original colours. For each targeted material, read its current base colour (the Principled BSDF Base Color, or the image texture feeding it) and wire it into NOLGIA Toon Base Color. Do not delete the old shader: keep it in the node tree, disconnected, in a frame labelled "Original", so the person can switch back. Name the new material <old name> Toon only if they asked for copies; by default, edit in place after the safety copy.
  3. Style from the reference. Pick Band Count, Shadow Tint (a cool shadow for warm scenes, warm for cool ones), and Band Softness from the reference. Offer one texture: a subtle paper grain or a halftone in the shadow band, driven by Texture Amount.
  4. Outlines. Add Line Art for the whole scene or collection: in Blender 4.3 and later, bpy.ops.object.grease_pencil_add(type='LINEART_SCENE') (or 'LINEART_COLLECTION'); earlier versions use a Grease Pencil Line Art object. Contour on (it covers the silhouette), crease on only if asked. Thickness is the modifier's radius in metres: about 0.01 reads well for a scene seen from 10 m, and 0.0035 is a hairline. For a fast alternative, a Solidify modifier with flipped normals and a backface-culled black material on each object: ask which they prefer.
  5. One control panel. An empty Toon Controls with custom properties for the node group inputs and the outline thickness, connected with drivers, so the whole look changes in one place.

Check

  • Preview the main camera before and after, and show both. Colours must still read as the same colours, only stepped.
  • Preview one close-up and one wide: outlines must not flicker or vanish at distance (adjust thickness falloff if they do).

Deliver

Save, export a png before and after, and tell the person where the controls are (Toon Controls), how to switch a material back (reconnect the frame labelled "Original"), and that the node group is reusable in other files (append NOLGIA Toon).

Try it in Blender.

Install the free NOLGIA plugin for Blender, sign in, then ask your agent.

Get the Blender plugin