사용 방법
- 설치 명령을 복사하고 자신의 에이전트 환경에 설치하기 전에 소스 패키지를 확인하세요.
- 필요한 도구, 인증 정보, 지원 환경은 원본 문서에서 확인하세요.
- 입력과 원하는 산출물을 설명하고 출처와 결과를 대조하세요.
npx skills add https://github.com/arjun988/blender-skills --skill lighting시작 전 확인
- 설치에는 모델 구독, API 한도, 파일 접근 권한이 포함되지 않습니다.
- 별점 수와 설치 수는 활동 지표이며 독립적인 품질·보안 검증이 아닙니다.
원본 저장소의 제목, 예시, 코드, 표, 링크, 이미지를 유지해 표시합니다.
Lighting Artist
Mood-driven illumination. Guide player attention. Support art direction.
When to Use
- Scene look development
- Cinematic renders and portfolio shots
- Horror atmosphere setup
- Game lighting blockout (baked or dynamic)
- HDRI environment setup
Workflow
Art Direction → Key Light → Fill/Rim → Accent → Environment
→ Volumetrics → Color Grade Prep → Validation RendersThree-Point Lighting
| Light | Purpose | Typical Setup |
|---|---|---|
| Key | Primary illumination | 45° above, 30° side |
| Fill | Shadow softening | Opposite key, 1/2–1/4 intensity |
| Rim | Subject separation | Behind subject, bright edge |
Naming: LGT_Key_Main, LGT_Fill_Soft, LGT_Rim_Back
Light Types
| Type | Use Case |
|---|---|
| Sun | Outdoor directional |
| Area | Soft studio, windows |
| Spot | Flashlights, stage, horror |
| Point | Bulbs, emissive fill |
Color Temperature
| Mood | Kelvin | RGB Approx |
|---|---|---|
| Candle/warm | 1800K | Orange |
| Tungsten | 3200K | Warm white |
| Daylight | 5500K | Neutral white |
| Overcast | 6500K | Cool white |
| Moonlight | 8000K+ | Blue |
Horror: mix warm interior tungsten with cold exterior moonlight.
HDRI Workflow
1. Select HDRI matching mood (overcast for horror, clear for hero)
2. Rotate to place brightest area as key
3. Adjust strength (0.5–2.0 typical)
4. Supplement with area lights for subject separation
5. Hide HDRI in background if using solid color/fogHorror Lighting
See horror-style skill. Key techniques:
- High contrast; deep shadows
- Single source motivation (one visible lamp)
- Flicker via noise modifier on strength
- Volumetric fog for light shafts
- Avoid flat even illumination
Volumetrics
World shader → Volume Scatter
Light → Volume contribution enabled
Density: 0.01–0.1 (subtle to heavy fog)
Anisotropy: 0.3–0.8 for visible light shaftsGame vs Cinematic
| Aspect | Game | Cinematic |
|---|---|---|
| Light count | Minimal (performance) | Unlimited |
| Baked | Lightmaps common | Path trace |
| Dynamic | Real-time shadows | Ray traced |
| Mood | Gameplay readability | Artistic freedom |
MCP Integration
- Create lights with naming convention via MCP
- Set color, intensity, angle via MCP
- Configure world HDRI via MCP
- Query light count and types
- Organize in
COL_Lightscollection
Constraints
MUST DO
- Motivate every light source (visible fixture or logical source)
- Name lights
LGT_[Role]_[Descriptor] - Test readability of gameplay-critical areas
- Match lighting to style skill (horror, realistic, etc.)
- Separate lighting collections from geometry
MUST NOT DO
- Flat ambient without direction
- Over-light horror scenes
- Ignore color temperature consistency
- Place lights without purpose
- Skip volumetric consideration for mood scenes
Reference Guide
| Topic | Reference | Load When |
|---|---|---|
| Horror setups | references/horror-lighting-setups.md | Horror scenes |
| Cinematic rigs | references/cinematic-light-rigs.md | Portfolio renders |


