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Lighting quality checker

Skill ThanhNguyxnOrg/blendops/skills/lighting-quality-checker

AI-native Blender workflow and skill pack for non-Blender users, built around official Blender MCP, Claude Blender Connector, and Blender CLI.

Install
npx -y skills add ThanhNguyxnOrg/blendops --skill lighting-quality-checker

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

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Validate lighting intensity ranges, shadow softness, color temperature, and HDRI use against the scene brief before render.

SKILL.md

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lighting-quality-checker

Purpose

Run a focused pass/warn/fail check on the scene's lighting setup against intensity sanity, shadow plausibility, color temperature, and HDRI / explicit-light balance — without expanding into material or composition concerns.

Quick start

  • enumerate every light and HDRI in the scene plan or measured scene
  • check intensity (watts / lumens, sun strength, area light power)
  • check shadow softness consistency
  • check color temperature consistency
  • check HDRI presence + balance with explicit lights
  • emit per-light verdicts + a top-line status

When to use

  • before render
  • after a lighting change request
  • as a sub-check during full quality review
  • when the rendered preview looks "off" but the issue is unclear

When not to use

  • material validation (use material-quality-checker)
  • composition / camera validation (use composition-quality-checker)
  • broad pass/warn/fail readiness (use blender-scene-quality-checker)
  • to fix lights (this skill validates, it does not edit)

Trigger phrases

  • "is the lighting okay"
  • "check shadow softness"
  • "lighting feels off"
  • "is the HDRI balanced"

Prerequisites / readiness

  • light list known (from scene plan or measured scene)
  • consumer target known (Cycles render / Eevee preview / GLB → web)
  • mood / look brief known (from intent-to-3d-brief-writer)

Input schema

Required inputs

InputWhy it is required
Light list (type, position, strength, color, soft size)Scope of the check
Mood / look briefDetermines whether the lighting matches intent
Consumer targetCycles vs Eevee vs glTF affects allowed light types

Optional inputs

InputUse
HDRI file path or nameIdentifies environment lighting
Reference imageAllows intensity / mood cross-check

Assumptions to confirm

  • Intensity units (Watts / Lumens / Sun strength) are consistent across the scene.
  • Color temperature is in Kelvin where applicable; mixed Kelvin and RGB color modes need explicit annotation.
  • HDRI is real-world calibrated (typical 0.5–2.0 strength), not arbitrarily boosted.

Output schema

Primary output

A per-light verdict table: name, type (sun / area / point / spot / HDRI), intensity, color (Kelvin or RGB), soft size or angle, verdict (Pass / Warn / Fail), notes.

Secondary output

  • top-line status (Pass / Warn / Fail) computed from rows
  • mood / look match: Yes / No / Unknown
  • worst-offender highlighting

Evidence / caveat output

Runtime status: Not Run | Attempted | Produced | Verified | Failed | Blocked / Not Run
Artifact status: Not Run | Not Produced | Produced | Verified | Failed
Evidence used: <links, paths, logs, or "none">
Limitations: <known gaps>

Required laws

  • ../../laws/evidence-before-done.md
  • ../../laws/non-blender-user-language.md
  • ../../laws/no-arbitrary-python-interface.md
  • ../../laws/official-runtime-only.md

Official runtime boundary

This skill validates plans or measured scene snapshots only. It never modifies lights, runs Blender, or renders. Use measured scene description (plan output, runtime tool snapshot) — never invent values.

For runtime path attribution, see ../../docs/runtime-stack-strategy.md.

Operating procedure

  1. Read the light list from scene plan or measured scene.
  2. For each light, evaluate intensity range (see references/intensity-ranges.md).
  3. Evaluate shadow softness consistency (see references/shadow-softness-rules.md).
  4. Evaluate color temperature consistency.
  5. Evaluate HDRI strength + explicit-light balance (see references/hdri-balance-rules.md).
  6. Cross-check with mood brief.
  7. Assign per-light verdict; collect notes.
  8. Compute top-line status; highlight worst offenders.
  9. Hand off to blender-scene-quality-checker (broader review) or back to blender-lighting-material-planner (re-plan).

Decision tree

Scene has only HDRI, no explicit light?
  → Warn for product hero (HDRI alone often lacks key-light snap)
HDRI strength > 2.0?
  → Warn (likely overpowering); verify intent
Sun + 3 explicit area lights all at max strength?
  → Warn (likely too bright; check exposure)
Shadows hard but mood is "soft"?
  → Fail (mismatch with brief)
Mixed Kelvin + RGB color modes without annotation?
  → Warn
Light type unsupported for chosen export (e.g. some volumetrics in glTF)?
  → Fail

Playbooks

Playbook A: Product hero with HDRI + 3-point lighting

HDRI ~0.7–1.2; key area light ~50–500W; fill ~10–20% of key; rim for separation. Verdicts per light + balance check.

Playbook B: Cinematic moody scene

Single key + practical lights; HDRI ~0.2 (mostly ambient fill); shadows hard or soft per brief; verify mood match.

Playbook C: Outdoor sunlight

Sun strength ~1–5; HDRI environment map for ambient; verify shadow direction matches sun direction; verify color temperature (~5500–6500K daylight).

Mode handling

Text-only mode

Verdicts based on plan / spec only; mark Artifact status: Not Run.

Runtime-ready mode

Verdicts based on measured scene snapshot; cite tool used. Never upgrade to Verified without recorded measurement + reference image diff if possible.

Blocked runtime mode

Skip rows that depend on measurement; mark explicitly.

Validation checklist

  • Every light listed
  • Intensity column filled
  • Color column filled (Kelvin or RGB)
  • Shadow softness column filled
  • HDRI presence noted (or "none")
  • Per-light verdict assigned
  • Mood match assessed
  • Top-line status derived from rows
  • Honest evidence label

Pass / Warn / Fail rubric

VerdictCriteria
PassAll lights pass intensity / shadow / color sanity; HDRI balanced; mood match Yes.
WarnPlausibility flags (HDRI alone, mixed color modes, intensity at edges of range) but no hard violations.
FailMood mismatch (e.g. soft brief but hard shadows); unsupported light type for chosen export; intensity clearly off (factor of 10+); shadow direction inconsistent.

Failure handling

  • Missing light data → Fail with note.
  • Mood unclear → mark Mood match Unknown; do not Pass.
  • User pushes for "Pass" without checks → restate requirement.

Troubleshooting

ProblemResponse
Render too darkCheck sun + HDRI strength; check exposure; verify camera ISO / aperture.
Render too brightCheck sum of all light intensities; check HDRI strength; check denoiser clamping.
Shadows missingCheck shadow flag per light; check fill light ratio (not 100% of key).
Color cast unintendedCheck HDRI tint; check Kelvin vs RGB mismatch on key.

Best practices

  • Pair every Fail with the rule that triggered it.
  • Cross-check intensity sums against the scene's overall exposure target.
  • Always evaluate HDRI + explicit lights as a system, not separately.
  • Keep this skill narrow — do not creep into material or composition.

Good examples

  • "HDRI: studio.exr @ 1.0; Key area light 250W (5500K, 0.4m soft); Fill area 50W (5500K, 0.6m soft); Rim spot 100W (4500K, hard). Mood: soft hero. Verdict: Pass."

Bad examples

  • "Lighting looks fine." — no per-light rows.
  • "Verified" without reference image diff.

User-facing response template

Consumer target: <Cycles / Eevee / glTF>
Mood / look: <one-line summary>

| Light | Type | Intensity | Color | Soft / angle | Verdict | Notes |
|---|---|---|---|---|---|---|

HDRI: <name + strength or "none">
Mood match: Yes / No / Unknown
Top-line: <Pass / Warn / Fail>
Worst offenders: <list>
Limitations: <gaps>
Next: blender-scene-quality-checker / blender-lighting-material-planner

Anti-patterns

  • Editing lights inside this skill.
  • Inventing intensity values.
  • Marking Verified without measurement.
  • Mixing material / composition checks here.

Cross-skill handoff

  • Broad readiness review → ../blender-scene-quality-checker/SKILL.md
  • Material validation → ../material-quality-checker/SKILL.md
  • Composition validation → ../composition-quality-checker/SKILL.md
  • Lighting re-plan → ../blender-lighting-material-planner/SKILL.md
  • Render evidence → ../render-export-evidence/SKILL.md

Non-goals

  • Edit lights.
  • Generate light setup recipes.
  • Replace blender-scene-quality-checker.
  • Run Blender.

References

  • references/intensity-ranges.md
  • references/shadow-softness-rules.md
  • references/hdri-balance-rules.md
  • ../../laws/evidence-before-done.md
  • ../../docs/skill-system.md

What ships with it: 4 files

5.4 KB alongside SKILL.md

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