agentsclimarketplace

Lighting

Skill arjun988/blender-skills/.cursor/skills/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.From its SKILL.md

Install
npx -y skills add arjun988/blender-skills --skill lighting

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

What its file declares

Copied from the file, not written here

The file declares its own license as MIT. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.

SKILL.md

3.6 KB, 788 tokens by cl100k_base, as published. Nobody here has run it

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

LightPurposeTypical Setup
KeyPrimary illumination45° above, 30° side
FillShadow softeningOpposite key, 1/2–1/4 intensity
RimSubject separationBehind subject, bright edge

Naming: LGT_Key_Main, LGT_Fill_Soft, LGT_Rim_Back

Light Types

TypeUse Case
SunOutdoor directional
AreaSoft studio, windows
SpotFlashlights, stage, horror
PointBulbs, emissive fill

Color Temperature

MoodKelvinRGB Approx
Candle/warm1800KOrange
Tungsten3200KWarm white
Daylight5500KNeutral white
Overcast6500KCool white
Moonlight8000K+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

AspectGameCinematic
Light countMinimal (performance)Unlimited
BakedLightmaps commonPath trace
DynamicReal-time shadowsRay traced
MoodGameplay readabilityArtistic 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

TopicReferenceLoad When
Horror setupsreferences/horror-lighting-setups.mdHorror scenes
Cinematic rigsreferences/cinematic-light-rigs.mdPortfolio renders

What ships with it: 2 files

2.1 KB alongside SKILL.md

Keep looking

Skills are one crate of 325,949. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.