designer-lighting

designer-lighting is a skill for Claude Code from dcc-mcp/dcc-mcp-substance3d-designer. It costs 38 tokens per session (628 once invoked), scanned A, original, MIT.

A Substance 3D Designer skill for deriving surface-response texture maps from a height field or mask. These maps describe effects such as surface depth and occlusion for a separate renderer to use when lighting a model.

In plain words
What is it for?
Use it to generate normal, ambient-occlusion, curvature, thickness, and emissive maps for tools such as Blender, Unreal, Maya, or Houdini.
Why use it?
It creates the data needed for lighting without pretending that Substance 3D Designer itself lights or renders a scene.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Use it to generate normal, ambient-occlusion, curvature, thickness, and emissive maps for tools such as Blender, Unreal, Maya, or Houdini.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-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 dcc-mcp/dcc-mcp-substance3d-designer --skill designer-lighting
Clone the repo
git clone --depth 1 https://github.com/dcc-mcp/dcc-mcp-substance3d-designer

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 designer-lighting

README.md
[![agentmods](https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-lighting/github.svg)](https://agentmods.dev/skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-lighting)
Your own site
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-lighting"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-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 designer-lighting

Your own site · 80×15
<a href="https://agentmods.dev/skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-lighting"><img src="https://agentmods.dev/badge/skills/dcc-mcp/dcc-mcp-substance3d-designer/designer-lighting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 38 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 628 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 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 $0.00038 $0.00628
Opus 5.5 $0.00015 $0.00251
Sonnet 5.5 $0.00008 $0.00126
Haiku 4.5 $0.00004 $0.00063

Measured 1mo ago against content hash 196b0cc2aeb5, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

designer-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.

The scan reads SKILL.md. This mod also ships 2 executable files (scripts/bake_lighting_maps.py, scripts/list_light_recipes.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

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.

src/dcc_mcp_substance3d_designer/skills/designer-lighting/SKILL.md · 60 lines

How it starts

The opening of the file, as written. The whole thing — 60 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Designer Lighting

Honest capability boundary

Substance 3D Designer is a procedural texture authoring host. It has no lights, no scene graph, and no light transport. Nothing here places a light, sets an intensity, or renders a lit preview.

What Designer does provide are converter nodes that derive lighting-response maps from a height or mask field. Those maps encode surface response that a downstream renderer (Blender, Unreal, Maya, Houdini) consumes when it performs the actual lighting. Use this skill to author those maps, not to light a scene.

This skill is experimental: recipe availability is a runtime property, not a documented guarantee. The 6 lighting recipes resolve against the live node-definition inventory at call time, so treat the available flag reported by list_light_recipes as the only source of truth for whether a recipe exists in the running Designer build. Never assume a recipe name implies a node type.

Recipes resolve against the live inventory

Node type URLs vary between Designer builds. Run list_light_recipes first: it reports each recipe with the type_url it resolved to and an available flag. A recipe that resolves to nothing fails closed with RECIPE_UNAVAILABLE and lists the candidates it tried, without creating any node.

Tool notes

  • bake_lighting_maps resolves every requested map before creating any node. If a step fails, the nodes that call created are removed.
  • Each derived node is connected from the single source_node.source_property you provide, then exported through the adapter's header-verified native map export, so every returned file is proven fresh and dimension-checked.
  • Input and output ports are resolved by discovery, not assumption: texture-typed ports win, then conventionally named ports, then the first available port.
  • The typical height-driven lighting chain is normal_from_height + ambient_occlusion + curvature.

designer-effects shares the same recipe-resolution mechanism for blur, warp, levels, sharpen, edge detect, blend, and mask recipes.

Read the full file on GitHub · 60 lines

Files

What ships with it

3 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. 1mo ago Changed 196b0cc2aeb5
  2. 1mo ago Changed · +6 lines d89ab1aa111a
  3. 1mo ago First seen · 54 lines · 38 tokens per session scan A a8083683b825

Subscribe to this mod's changes

designer-lighting is a skill published in the GitHub repository dcc-mcp/dcc-mcp-substance3d-designer (3 stars, last pushed yesterday), licensed MIT. It adds 38 tokens to every session and 628 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-09-20.

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