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blender-lighting-lookdev

Lighting, cameras and look-dev in Blender 5.2 - studio 3-point and product lighting, HDRI environments, sun/sky exteriors, interiors, light linking, physically based light units, camera focal lengths/composition/DOF, cyclorama backdrops, looping turntables for asset presentation. Use when presenting assets, setting up scenes for rendering, or judging materials under consistent light.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

연동 도구Blender

실행 점수 미검증

설치 방법 보기

포함된 파일(3)

  • SKILL.md5.2 KB
  • scripts/_bpyx.py4.4 KB
  • scripts/turntable.py7.5 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Lighting & Look-dev

The execution model is in blender-core. Render settings are in blender-rendering. Full time-of-day, night and fog environments are in blender-time-of-day.

One call: presentation scene

scripts/turntable.py -- --objects Hero --rig studio --backdrop --frames 120 --lens 85
scripts/turntable.py -- --objects Hero --rig both --hdri //hdri/studio_small_09_2k.exr --hdri-strength 0.8

This builds a camera framed to the bounding sphere (on the narrower frame axis), a key/fill/rim area-light rig scaled to the asset, an optional 18%-grey cyclorama, and a pivot that orbits camera + lights + backdrop in a seamless loop. The asset itself isn't modified. Everything lives in the LD_Lookdev collection, and re-running replaces it. Set the render resolution before running, because framing depends on the aspect ratio.

Lighting recipes

SituationSetup
Asset / product review3-point: key 45° side, 30–40° up; fill opposite at ⅓ power and lower; rim behind for silhouette. Large soft area lights (size ≈ object), neutral grey backdrop, Khronos PBR Neutral view
Reflective product (metal, glass, car paint)large softboxes/strip lights reflected in the surface, plus a black/white gradient environment. Shape the reflections, not the illumination
Exterior daySun light (angle 0.5° for sharp, 2–5° for softer) + sky (ShaderNodeTexSky, sky_type MULTIPLE_SCATTERING/SINGLE_SCATTERING; 5.x replaced "Nishita"; PREETHAM/HOSEK_WILKIE legacy) with sun_elevation/sun_rotation matching the Sun light, or an HDRI of the matching time of day
InteriorHDRI/sky through the windows + portal area lights in the openings, bounces ≥ 4, then practical lights (lamps) at real wattage
Character / portraitsoft key from above-front, a reflector-like fill, rim or hair light, an eye catchlight. 85–135 mm lens
Stylized / game screenshotmatch the engine: one directional + ambient/HDRI, no fancy GI, so it looks like it will in-game
  • HDRI: Poly Haven (CC0) via the blender-mcp search_assets/import_asset, or ShaderNodeTexEnvironment + Mapping (Z rotation aligns the sun). Strength 0.5–1.5. Clamp sun hotspots if they cause fireflies.
  • Light linking (4.0+, Cycles + EEVEE): set light_obj.light_linking.receiver_collection / blocker_collection (on the light object) to light only what you choose, like a hero rim that doesn't touch the backdrop. Portals: light.cycles.is_portal = True on area lights in window openings.
  • Units: point/spot/area in Watts (a 60 W bulb ≈ point light 40–60 W in Blender), sun in W/m² (irradiance; 1000 ≈ physical midday, but use 3–10 with AgX for natural results), emission strength ≈ W/m². Keep lights physically plausible and control the overall image with exposure.
  • Shadows: light size controls softness. A bigger, closer light is softer. Contact shadows should exist where objects touch, so check that nothing floats (blender-asset-qa ground_z).

Camera rules

  • Focal length: 24–35 mm environments/interiors (keep verticals straight: camera level, or shift instead of tilting), 50 mm natural, 85–135 mm products and portraits (no distortion), 200 mm+ compressed telephoto.
  • Composition: rule of thirds / centered symmetric for products, horizon off-center, leading lines, headroom. Show the silhouette (3/4 view at slight elevation 10–25°).
  • DOF (cam.data.dof.use_dof, focus_object, aperture_fstop): f/2.8–5.6 for products at real scale. DOF depends on scale, so a wrong scene scale ruins it.
  • Clip start/end tight around the subject (the script does this), which avoids precision artifacts.
  • Sensor fit AUTO uses the larger axis. Portrait renders need framing on the width.

Look-dev procedure (material approval)

  1. Neutral setup: --rig studio or a neutral HDRI, grey backdrop, Khronos PBR Neutral or AgX (pick one and keep it).
  2. Add a calibration chart object if needed (a grey 18% sphere, a chrome sphere, a Macbeth chart) next to the asset.
  3. Turntable at 24–30 fps, 120–240 frames, 85 mm. Render previews with render_batch.py --preset preview --format MP4.
  4. Check the materials under 2–3 different HDRIs. A good PBR material holds up in all of them (blender-pbr-materials sanity checks).

Gotchas

  • World lighting is invisible if world.node_tree has no Background → World Output link (the script ensures one).
  • EEVEE needs use_raytracing for good reflections. Light probes (Volume/Sphere/Plane) still help static GI in interiors.
  • Area lights that are too small and bright make fireflies in Cycles. Increase the size, decrease the power.
  • A turntable that rotates the asset changes its transforms and animation data, which is why this rig orbits the camera instead.

리뷰

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