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 RobLe3/cc-blender-skill --skill blender-lightinggit clone --depth 1 https://github.com/RobLe3/cc-blender-skillWrote 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/roble3/cc-blender-skill/blender-lighting)<a href="https://agentmods.dev/skills/roble3/cc-blender-skill/blender-lighting"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/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/roble3/cc-blender-skill/blender-lighting"><img src="https://agentmods.dev/badge/skills/roble3/cc-blender-skill/blender-lighting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
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 | $0.06411 |
| Opus 5.5 | $0.00060 | $0.02564 |
| Sonnet 5.5 | $0.00030 | $0.01282 |
| Haiku 4.5 | $0.00015 | $0.00641 |
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 13d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- blender-lighting — 89% identical, 11 lines differ
How it starts
The opening of the file, as written. The whole thing — 491 lines — stays where its author put it; the contents beside it link to each section on GitHub.
MCP backend
Use when: Any lighting setup or modification in Blender. Includes HDRI/environment lighting and individual lamp placement.
Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.
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.
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.
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.
- 13d ago Changed · +5 lines d7ff87caca03
- 1mo ago First seen · 486 lines · 150 tokens per session scan A 62e7c2ce61f9
blender-lighting is a skill published in the GitHub repository RobLe3/cc-blender-skill (125 stars, last pushed 13d ago), licensed MIT. It adds 150 tokens to every session and 6,411 once invoked, about $0.0006 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 2026-08-30.
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