blender-lighting

blender-lighting is a skill for Claude Code from CheshireJCat/blender. It costs 150 tokens per session (6,208 once invoked), scanned A, a copy of blender-lighting, MIT.

A Blender scene-lighting guide covering common light types and setups such as studio, outdoor, cinematic, dramatic, and stylized lighting. It also covers HDRI environments, which are 360-degree images used to provide realistic surrounding light.

In plain words
What is it for?
Use it to set up area, sun, point, spot, or HDRI lighting, including three-point studio lighting, window light, practical lamps, soft shadows, and colored dramatic light.
Why use it?
It replaces trial and error with a lighting structure suited to the scene’s mood and purpose.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to set up area, sun, point, spot, or HDRI lighting, including three-point studio lighting, window light, practical lamps, soft shadows, and colored dramatic light.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/cheshirejcat/blender/blender-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 CheshireJCat/blender --skill blender-lighting
Clone the repo
git clone --depth 1 https://github.com/CheshireJCat/blender

Made for: Claude Code.

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 blender-lighting

README.md
[![agentmods](https://agentmods.dev/badge/skills/cheshirejcat/blender/blender-lighting/github.svg)](https://agentmods.dev/skills/cheshirejcat/blender/blender-lighting)
Your own site
<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.

agentmods 80×15 button for blender-lighting

Your own site · 80×15
<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>
Per session 150 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,208 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.
Origin 89% copy Near-identical to another mod 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 $0.00150 $0.06208
Opus 5 $0.00075 $0.03104
Sonnet 5 $0.00030 $0.01242
Haiku 4.5 $0.00015 $0.00621

Measured 10d ago against content hash 99375e3c2a6c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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 10d 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.

Origin

This is a copy

89% identical to blender-lighting — 4 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.

skills/create-3d-model/references/modules/blender-lighting/SKILL.md · 486 lines

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()

Read the full file on GitHub · 486 lines

Files

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.

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. 10d ago First seen · 486 lines · 150 tokens per session scan A 99375e3c2a6c

Subscribe to this mod's changes

blender-lighting is a skill published in the GitHub repository CheshireJCat/blender (26 stars, last pushed 21d ago), licensed MIT. It adds 150 tokens to every session and 6,208 once invoked, about $0.0007 per session on Opus 5. A static security scan graded it A with 0 findings. It is 89% identical to blender-lighting, differing in 4 lines, and is treated as a copy.

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