From blender-skills
Sets up cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, and volumetrics. Use for scene atmosphere, look development, and mood-driven illumination.
How this skill is triggered — by the user, by Claude, or both
Slash command
/blender-skills:lightingThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Mood-driven illumination. Guide player attention. Support art direction.
Mood-driven illumination. Guide player attention. Support art direction.
Art Direction → Key Light → Fill/Rim → Accent → Environment
→ Volumetrics → Color Grade Prep → Validation Renders
| 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
| Type | Use Case |
|---|---|
| Sun | Outdoor directional |
| Area | Soft studio, windows |
| Spot | Flashlights, stage, horror |
| Point | Bulbs, emissive fill |
| 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.
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
See horror-style skill. Key techniques:
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
| Aspect | Game | Cinematic |
|---|---|---|
| Light count | Minimal (performance) | Unlimited |
| Baked | Lightmaps common | Path trace |
| Dynamic | Real-time shadows | Ray traced |
| Mood | Gameplay readability | Artistic freedom |
COL_Lights collectionLGT_[Role]_[Descriptor]| Topic | Reference | Load When |
|---|---|---|
| Horror setups | references/horror-lighting-setups.md | Horror scenes |
| Cinematic rigs | references/cinematic-light-rigs.md | Portfolio renders |
npx claudepluginhub arjun988/blender-skills --plugin blender-skillsProvides expert knowledge for real-time and baked lighting in games, covering GI, time-of-day, volumetrics, and platform-aware optimization.
Designs a cinematographic lighting plan for narrative film scenes — three-point architecture, motivated light sources, hard/soft quality for emotional intent, and a lighting plot for the gaffer.
Guides Claude in creating noir-style Blender scenes with high-contrast lighting, wet streets, silhouettes, and monochrome grading.