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.
npx skills add CheshireJCat/blender --skill blender-lightinggit clone --depth 1 https://github.com/CheshireJCat/blenderWrote 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.
[](https://agentmods.dev/skills/cheshirejcat/blender/blender-lighting)<a href="https://agentmods.dev/skills/cheshirejcat/blender/blender-lighting"><img src="https://agentmods.dev/badge/skills/cheshirejcat/blender/blender-lighting/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/cheshirejcat/blender/blender-lighting"><img src="https://agentmods.dev/badge/skills/cheshirejcat/blender/blender-lighting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00150 | $0.06208 |
| Opus 5.5 | $0.00060 | $0.02483 |
| Sonnet 5.5 | $0.00030 | $0.01242 |
| Haiku 4.5 | $0.00015 | $0.00621 |
Grade A, and why
blender-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 1mo 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.
This is a copy
89% identical to blender-lighting — 11 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 486 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Blender Lighting
Light scenes the way pros do: with structure, intent, and physically reasonable values.
The five light types
| Type | Behavior | Use for |
|---|---|---|
| AREA | Light from a rectangular surface; soft shadows automatic | 80% of cases. Window, softbox, fluorescent panel |
| SUN | Parallel rays from "infinity" | Sunlight, moonlight, distant directional |
| POINT | Omnidirectional from a point | Bulbs, candles, small omnis |
| SPOT | Cone with falloff | Stage lights, headlights, focused beams |
| HDRI/World | 360° environment image | Realistic ambient, outdoor, product photography |
Default rule: Use Area lights for almost everything except the sun. Soft shadows come for free.
Decision tree
What's the mood?
├── Studio / commercial → Three-point lighting (key+fill+rim) + HDRI fill 0.3
├── Outdoor / sunlit → Sun + HDRI sky environment
├── Indoor cinematic → Sun through window + HDRI low + practicals (lamps as Point)
├── Dramatic / noir → Single Spot at high angle, no fill
├── Stylized / cartoon → Three-point with high contrast + saturated key color
└── Unsure → Three-point with HDRI grounding (works for 90% of cases)
Reference-look handoff
If the goal is to match an original/reference image rather than make a generally attractive render, chain-load reference-look-calibration. It owns measurement of hue/saturation/value, object extent, glow/aura color, and before/after look metrics. This skill should then apply the requested material/lighting/render changes within that calibrated target.
Recipes
Helper: aim_at(light, target) — required for subject-aware lighting
Recipe 1 below positions lights at fixed world coords with hardcoded rotations. That's fine for a generic 1m subject at the world origin. For ANY other subject (small jewellery, tall sword, sprawling building), you need lights aimed at the subject. Use this helper:
from mathutils import Vector
def aim_at(light_obj, target):
"""Aim a light at a world-space target.
target may be a Vector or a tuple/list (x, y, z) or a Blender object.
"""
target_pos = Vector(target.location) if hasattr(target, 'location') else Vector(target)
direction = (target_pos - light_obj.location).normalized()
light_obj.rotation_euler = direction.to_track_quat('-Z', 'Y').to_euler()
What ships with it
1 file 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.
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.
- 1mo ago First seen · 486 lines · 150 tokens per session scan A 99375e3c2a6c
blender-lighting is a skill published in the GitHub repository CheshireJCat/blender (60 stars, last pushed yesterday), licensed MIT. It adds 150 tokens to every session and 6,208 once invoked, about $0.0006 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 89% identical to blender-lighting, differing in 11 lines, and is treated as a copy.
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