blender-lighting

blender-lighting is a skill for Claude Code from RobLe3/cc-blender-skill. It costs 150 tokens per session (6,238 once invoked), scanned A, original, MIT.

A Blender scene-lighting guide covering common light sources and setups, such as studio, outdoor, cinematic, dramatic, and stylized lighting. HDRI means a 360-degree environment image used to provide surrounding light.

In plain words
What is it for?
Use it to set up area, sun, point, spot, or HDRI lighting, including three-point setups, soft or hard shadows, and color-temperature choices.
Why use it?
It helps choose a suitable lighting arrangement and avoid scenes that look flat, overly harsh, or inconsistent with the intended mood.

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 setups, soft or hard shadows, and color-temperature choices.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/roble3/cc-blender-skill/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 RobLe3/cc-blender-skill --skill blender-lighting
Clone the repo
git clone --depth 1 https://github.com/RobLe3/cc-blender-skill

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/roble3/cc-blender-skill/blender-lighting/github.svg)](https://agentmods.dev/skills/roble3/cc-blender-skill/blender-lighting)
Your own site
<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.

agentmods 80×15 button for blender-lighting

Your own site · 80×15
<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>
Per session 150 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,238 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
  • Socket pass 12 May 2026
  • Snyk pass 12 May 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 $0.00150 $0.06238
Opus 5 $0.00075 $0.03119
Sonnet 5 $0.00030 $0.01248
Haiku 4.5 $0.00015 $0.00624

Measured 9d ago against content hash 62e7c2ce61f9, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, 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 9d 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

Copies of this mod

1 near-identical copy found in the catalogue:

plugin/skills/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

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. 9d ago First seen · 486 lines · 150 tokens per session scan A 62e7c2ce61f9

Subscribe to this mod's changes

blender-lighting is a skill published in the GitHub repository RobLe3/cc-blender-skill (56 stars, last pushed 4mo ago), licensed MIT. It adds 150 tokens to every session and 6,238 once invoked, about $0.0007 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.

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