Skills

Lighting

Cinematic and game lighting in Blender including three-point lighting, HDRI, horror...

Install

npx skills add arjun988/blender-skills --skill lighting -g -a claude-code -y
Category
AI and agents
Updated
4mo ago
License
MIT
Context cost
Lightabout 787 tokens
Runs scripts
No, instructions only

What it does

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.

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

Read the whole SKILL.md on GitHub

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