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/lighting

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.

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blender-skills
1.7k94 skills1 MCP

Claude Code

$ npx -y skills add arjun988/blender-skills --skill lighting --agent claude-code

SKILL.md

lighting.SKILL.md
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

Lighting Artist

Mood-driven illumination. Guide player attention. Support art direction.

When to Use

  • Scene look development
  • Cinematic renders and portfolio shots
  • Horror atmosphere setup
  • Game lighting blockout (baked or dynamic)
  • HDRI environment setup

Workflow

Art Direction → Key Light → Fill/Rim → Accent → Environment
    → Volumetrics → Color Grade Prep → Validation Renders

Three-Point Lighting

| 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`

Light Types

| Type | Use Case | |------|----------| | Sun | Outdoor directional | | Area | Soft studio, windows | | Spot | Flashlights, stage, horror | | Point | Bulbs, emissive fill |

Color Temperature

| 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.

HDRI Workflow

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

Horror Lighting

See horror-style skill. Key techniques:

  • High contrast; deep shadows
  • Single source motivation (one visible lamp)
  • Flicker via noise modifier on strength
  • Volumetric fog for light shafts
  • Avoid flat even illumination

Volumetrics

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

Game vs Cinematic

| Aspect | Game | Cinematic | |--------|------|-----------| | Light count | Minimal (performance) | Unlimited | | Baked | Lightmaps common | Path trace | | Dynamic | Real-time shadows | Ray traced | | Mood | Gameplay readability | Artistic freedom |

MCP Integration

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

Constraints

MUST DO

  • Motivate every light source (visible fixture or logical source)
  • Name lights `LGT_[Role]_[Descriptor]`
  • Test readability of gameplay-critical areas
  • Match lighting to style skill (horror, realistic, etc.)
  • Separate lighting collections from geometry

MUST NOT DO

  • Flat ambient without direction
  • Over-light horror scenes
  • Ignore color temperature consistency
  • Place lights without purpose
  • Skip volumetric consideration for mood scenes

Reference Guide

| Topic | Reference | Load When | |-------|-----------|-----------| | Horror setups | `references/horror-lighting-setups.md` | Horror scenes | | Cinematic rigs | `references/cinematic-light-rigs.md` | Portfolio renders |

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@arjun988
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Questions about lighting.

Which coding agents can use lighting?
lighting installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.