look
Renders multiple camera angles into a single contact sheet so you can inspect model proportions, gaps, intersections, or animation frames after modeling steps.
Instructions
See the model: renders several angles into ONE contact-sheet image (orthographic views report their frame width in metres). Call it after every few modeling steps - it is how you catch wrong proportions, gaps and intersections. With frames=[...] it shows an animation over time.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| size | No | Pixels per view (256-768). Smaller is cheaper. | |
| image | No | Instead of rendering, show this image: a file path, or 'Render Result' for the last render. | |
| views | No | Up to 6 of: front, back, left, right, top, bottom (true orthographic - use them to judge proportions), three_quarter, three_quarter_left, three_quarter_back, hero, high (perspective), camera (scene camera), or an [x,y,z] direction from target to eye. Default: front, right, top, three_quarter. | |
| frames | No | Animation strip: render the first view (default the scene camera) at these frame numbers (max 12). | |
| target | No | Objects to frame (children included). Default: all visible geometry. | |
| isolate | No | Hide everything except the target. | |
| shading | No | solid: viewport colours + cavity (fast, shape check). clay: uniform grey (pure form). wireframe: cage topology over clay. xray: see-through (hidden parts, interiors). material: PBR preview under a neutral HDRI. rendered: EEVEE with the scene's own lights/world. | solid |