lighting

lighting is a skill for Claude Code from arjun988/blender-skills. It costs 41 tokens per session (905 once invoked), scanned A, original, MIT.

Blender lighting direction for game scenes, cinematic renders, portfolio images, and horror environments. It covers light placement, color, atmosphere, and preparation for final color adjustments.

In plain words
What is it for?
Use it to plan three-point lighting, HDRI environments, warm or cool color schemes, rim lights, volumetric effects, horror lighting, and validation renders.
Why use it?
It gives each light a clear job, such as illuminating the subject, softening shadows, separating edges, or directing attention. This helps avoid flat scenes and lighting that does not support the intended mood.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Part of the blender-skills plugin — 58 skills shipped together

Good fit Use it to plan three-point lighting, HDRI environments, warm or cool color schemes, rim lights, volumetric effects, horror lighting, and validation renders.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/arjun988/blender-skills/lighting
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add arjun988/blender-skills --skill lighting
Clone the repo
git clone --depth 1 https://github.com/arjun988/blender-skills

Made for: Claude Code.

Or install blender-skills, the plugin that ships this one along with the rest of its 58 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for lighting

README.md
[![agentmods](https://agentmods.dev/badge/skills/arjun988/blender-skills/lighting.svg)](https://agentmods.dev/skills/arjun988/blender-skills/lighting)
Your own site
<a href="https://agentmods.dev/skills/arjun988/blender-skills/lighting"><img src="https://agentmods.dev/badge/skills/arjun988/blender-skills/lighting.svg" alt="Measured on agentmods" height="20"></a>
Per session 41 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 905 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00041 $0.00905
Opus 5 $0.00020 $0.00452
Sonnet 5 $0.00008 $0.00181
Haiku 4.5 $0.00004 $0.00090

Measured 8d ago against content hash a9ad1a183a42, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

lighting scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.claude/skills/lighting/SKILL.md · 131 lines

How it starts

The opening of the file, as written. The whole thing — 131 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Aspect Game Cinematic
Light count Minimal (performance) Unlimited
Baked Lightmaps common Path trace
Dynamic Real-time shadows Ray traced
Mood Gameplay readability Artistic freedom

Read the full file on GitHub · 131 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 131 lines · 41 tokens per session scan A a9ad1a183a42

Subscribe to this mod's changes

lighting is a skill published in the GitHub repository arjun988/blender-skills (172 stars, last pushed 1mo ago), licensed MIT. It adds 41 tokens to every session and 905 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.