analog-found-footage-h…
Analog, VHS, CRT, and found-footage horror aesthetics for Blender shots including camera imperfections and documentary framing.
Cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere via MCP.
Claude Code
$ npx -y skills add arjun988/blender-skills --skill lighting --agent claude-code
Codex
$ npx skills add arjun988/blender-skills --skill lighting -a codex -y
Cursor
$ npx skills add arjun988/blender-skills --skill lighting -a cursor -y
Gemini CLI
$ npx skills add arjun988/blender-skills --skill lighting -a gemini-cli -y
GitHub Copilot
$ npx skills add arjun988/blender-skills --skill lighting -a github-copilot -y
OpenCode
$ npx skills add arjun988/blender-skills --skill lighting -a opencode -y
Windsurf
$ npx skills add arjun988/blender-skills --skill lighting -a windsurf -y
name: lighting description: Cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: lighting, light, HDRI, three point, rim light, volumetric, fog, mood, cinematic, horror lighting related-skills: rendering, materials, realistic-style, horror-style
Mood-driven illumination. Guide player attention. Support art direction.
Art Direction → Key Light → Fill/Rim → Accent → Environment
→ Volumetrics → Color Grade Prep → Validation Renders| Light | Purpose | Typical Setup | |-------|---------|---------------| | Key | Primary illumination | 45° above, 30° side | | Fill | Shadow softening | Opposite key, 1/2–1/4 intensity | | Rim | Subject separation | Behind subject, bright edge |
Naming: `LGT_Key_Main`, `LGT_Fill_Soft`, `LGT_Rim_Back`
| Type | Use Case | |------|----------| | Sun | Outdoor directional | | Area | Soft studio, windows | | Spot | Flashlights, stage, horror | | Point | Bulbs, emissive fill |
| Mood | Kelvin | RGB Approx | |------|--------|------------| | Candle/warm | 1800K | Orange | | Tungsten | 3200K | Warm white | | Daylight | 5500K | Neutral white | | Overcast | 6500K | Cool white | | Moonlight | 8000K+ | Blue |
Horror: mix warm interior tungsten with cold exterior moonlight.
1. Select HDRI matching mood (overcast for horror, clear for hero) 2. Rotate to place brightest area as key 3. Adjust strength (0.5–2.0 typical) 4. Supplement with area lights for subject separation 5. Hide HDRI in background if using solid color/fog
See horror-style skill. Key techniques:
World shader → Volume Scatter Light → Volume contribution enabled Density: 0.01–0.1 (subtle to heavy fog) Anisotropy: 0.3–0.8 for visible light shafts
| Aspect | Game | Cinematic | |--------|------|-----------| | Light count | Minimal (performance) | Unlimited | | Baked | Lightmaps common | Path trace | | Dynamic | Real-time shadows | Ray traced | | Mood | Gameplay readability | Artistic freedom |
1. Create lights with naming convention via MCP 2. Set color, intensity, angle via MCP 3. Configure world HDRI via MCP 4. Query light count and types 5. Organize in `COL_Lights` collection
| Topic | Reference | Load When | |-------|-----------|-----------| | Horror setups | `references/horror-lighting-setups.md` | Horror scenes | | Cinematic rigs | `references/cinematic-light-rigs.md` | Portfolio renders |
94 Specialized Skills for Blender Artists. Transform Cursor, Claude Code, Kiro, and Codex into your Senior Technical Art team — not a tutorial bot.
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