# Lighting

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

- Repository: https://github.com/arjun988/blender-skills (1650 stars)
- Category: AI and agents
- License: MIT
- Last updated: 2026-07-10
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add arjun988/blender-skills --skill lighting -g -a claude-code -y`
Codex: `npx skills add arjun988/blender-skills --skill lighting -g -a codex -y`
Cursor: `npx skills add arjun988/blender-skills --skill lighting -g -a cursor -y`
Gemini CLI: `npx skills add arjun988/blender-skills --skill lighting -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add arjun988/blender-skills`

## 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.

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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

The rest: https://github.com/arjun988/blender-skills/blob/HEAD/.claude/skills/lighting/SKILL.md
