This plugin integrates Prism into Blender.
Supported versions: 2.8+ (Python 3.7+)
Setup#
The plugin can be installed from the Prism Hub. After the plugin is installed, the Prism integration needs to be added to the Blender preferences folder. This can be done in the Prism User Settings -> "DCCs apps".
The Blender preferences folder should be selected for the integration path (with different version numbers possible):
C:\Users\username\AppData\Roaming\Blender Foundation\Blender\5.2
Accessing Prism in Blender#
Prism is available inside Blender from the "Prism" menu in the main menu bar.
save and version up your scene
save, version up your scene and add a description/thumbnail
open the Project Browser
open the State Manager to import/export files
open the Prism Settings
Saving Scenefiles#
You can save new scenefile versions using the options in the Prism menu or by opening the Project Browser and selecting "Create new version from current" in the context menu in the "Scenefiles" tab.
Blender also includes an empty-scene preset for creating a new scenefile from the Project Browser. See Creating Scenefile Presets for custom presets and how to use them.
Importing Objects#
The Blender Import state supports .blend, Alembic (.abc), FBX (.fbx), OBJ (.obj), and glTF binary (.glb) products. Enable Keep track of connected objects to keep the imported objects associated with the state for later updates. For an existing Alembic import, Alembic - Update path only (if exists) changes the path of an attached cache instead of importing replacement objects.
Importing from a .blend file#
When you import a .blend product, Prism opens a dialog listing its Collections and Objects. Select the items you need, choose an import mode, and click "Accept":
Append (the default) copies the selected data into the current scene. The copies are independent of the source file.
Link references the selected data from the source
.blendfile. Keep that file available when reopening the scene. Enable Create Library Override (checked by default for Link) if you need editable overrides or another instance of linked data.
An Import state can track the imported objects for later updates. When updating a linked .blend product, Prism can repoint and reload its library reference. Linking the same collection or object again without an override may be rejected if it is already linked into the scene.
Exporting Objects#
Blender's Export state supports Alembic (.abc), OBJ (.obj), FBX (.fbx), glTF binary (.glb), and Blender files (.blend), as well as ShotCam exports. Add objects or collections to the export state to publish only those items. For a .blend export, Whole Scene copies the current scene file instead of exporting only the selected items. ShotCam exports the selected camera as both Alembic and FBX.
Sending objects to other applications#
With a Prism Plus license or higher and the PrismInternals plugin installed, you can send selected Blender objects directly to Houdini, Maya, or ZBrush. Open Prism User Settings > DCCs apps > Blender and enable the corresponding Send To options. After restarting Blender, the enabled destinations appear in the Send To menu in Blender's main menu bar. Select the objects in Blender and choose a destination from that menu; Prism exports a temporary FBX for Houdini or OBJ for Maya and ZBrush and sends it to the target application. The destination application must be running with its Prism integration available.
OpenTimelineIO#
.otio) files through Prism's State Manager. These files describe the Video Sequencer edit, not the 3D scene or its objects.Exporting a timeline#
.otio output type, then click Publish. No objects or collection need to be added. Prism exports the workspace's sequencer scene, falling back to the active scene if no sequencer scene is assigned.Importing a timeline#
.otio product from the Project Browser or create an Import state and select an OTIO product version. Blender uses an empty sequencer scene or creates a new scene if the target already contains strips. Prism activates the destination scene and sets it as the workspace's sequencer scene.OTIO compatibility
Media remains referenced at its existing file paths; OTIO does not package media. Some Blender-specific strips and effects are preserved as metadata for Blender round trips but cannot be reproduced by other editors. See OpenTimelineIO Integration for Prism's other OTIO integrations.
Creating Playblasts#
Blender creates playblasts from the viewport. You can choose a camera and override the resolution in the Playblast state. The format list also includes .mp4 (with audio) for animated playblasts.
Rendering#
If you have the Deadline plugin installed you will see an option to submit the render as a job to the Deadline render farm.
Automatically saving Blender renders#
To save copies of renders made directly in Blender, open Prism User Settings > DCCs apps > Blender and enable Auto save renderings. Choose an output folder; enable use path only for current project to store a different folder for the active Prism project instead of using one folder for all projects. This option is off by default.
After each rendered frame in an interactive Blender session, Prism saves the Render Result as a numbered PNG in that folder, using the current scene filename as the prefix. It does not run in background Blender sessions and skips renders started by a Prism Render state, which already writes to its own versioned output path.
Render layers#
Use Render Layer in the Render state to choose which Blender view layer to render:
A named view layer renders that layer only.
All Renderable Renderlayers renders each view layer enabled for rendering in Blender (the view layer's Use setting).
All Renderlayers includes disabled view layers too.
Either (separate identifiers) option renders the corresponding set of layers, but publishes each layer under its own render identifier instead of grouping them under the Render state's identifier.
For local renders, Prism renders the selected layers one at a time. For the non-separate all-layer options, the layer name is part of the render context; choose a separate-identifiers option when each layer should appear as its own render in the Media Browser.
Render passes and AOVs#
Configure passes in Blender's View Layer > Passes settings, or connect passes to File Output nodes in the compositor. Refresh the Render state to see the current setup in its Passes list.
If the compositor has File Output nodes with output slots, Prism lists those nodes and their passes. Use the nodes' labels to distinguish outputs; right-click a listed node in the Render state to enable or disable it. Prism directs the active nodes' outputs into the render version, including multilayer EXR outputs when configured on the node.
Without File Output nodes, the list shows the passes enabled on Blender's current view layer. You can add or remove these passes from the Render state; this changes Blender's view-layer pass settings. For
.exrrenders, Prism uses multilayer EXR for these passes in Blender versions before 5.0. In Blender 5.0 and newer, select multilayer EXR in Blender's render settings when needed.
File Output nodes take precedence in the Passes list: the Render state's add-pass button is hidden while node outputs are present. To change those outputs, edit their slots and connections in Blender's compositor.
Scene Building#
Access
Project Browser > Scenefiles tab > Files > Context menu > Build new SceneHint
Hold "Ctrl" and select "Build new Scene" to trigger a popup with all upcoming steps before execution.
Result
Scene Building Settings
Prism Settings > Project > Scene Building > Blender
Hint
Additional steps can be added from the dropdown (1) list. Configure the step settings (Edit Settings...) using the "wheel" (2) icon. Enable or disable existing steps via the checkbox (3). Right-click any existing step to access options for removing it ("Remove") or changing its order (Move Up/Move Down).
Blender Steps
Set Shot Framerange: |
|
|---|---|
Description: |
In cases where the defined shot framerange does not align with that of the scene, the scene framerange will be updated.
|
Apply to task: |
Specifies the Entity, Department, or Task for which the step should be executed.
The default selection is
*-*-*, meaning the step applies to all. |
Framerange to apply: |
The framerange can be set based on the
Shotrange or on the Shotrange + Handles.The default selection is
Shotrange. |
Set FPS: |
|
|---|---|
Description: |
If the defined shot FPS differs from FPS of the scene, the scene FPS will be updated.
|
Apply to task: |
Specifies the Entity, Department, or Task for which the step should be executed.
The default selection is
*-*-*, meaning the step applies to all. |
Set Resolution: |
|
|---|---|
Description: |
In case the defined shot resolution does not align with the resolution of the scene, the scene resolution will be synced.
|
Apply to task: |
Specifies the Entity, Department, or Task for which the step should be executed.
The default selection is
*-*-*, meaning the step applies to all. |
Import Products: |
|
|---|---|
Description: |
If products with tags are available, they will be imported automatically.
|
Apply to task: |
Specifies the Entity, Department, or Task for which the step should be executed.
The default selection is
*-*-*, meaning the step applies to all. |
Ignore Master Versions: |
This can be enabled to import the latest product version instead of the master version.
It is disabled by default.
|
Import Shot Cameras: |
|
|---|---|
Description: |
If a shot camera product exists, it will be imported automatically.
|
Apply to task: |
Specifies the Entity, Department, or Task for which the step should be executed.
The default selection is
*-*-*, meaning the step applies to all. |
Run Code: |
|
|---|---|
Description: |
This step allows to run custom Python code.
|
Apply to task: |
Specifies the Entity, Department, or Task for which the step should be executed.
The default selection is
*-*-*, meaning the step applies to all. |
Code: |
The code field accepts custom Python code for execution.
|
Further Reading
Alongside the Blender specific information, additional details on Scene Building can be found on the Scene Building page.
![[Logo: Blender]](../../_static/banner_logos/blender_logo.png)