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cccskills
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lighting

Cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere via MCP.

中文简介正在准备中。当前显示原文说明。

集成工具Blender
查看安装方法

包含的文件(3)

  • SKILL.md3.6 KB
  • references/cinematic-light-rigs.md968 B
  • references/horror-lighting-setups.md1.2 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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 Renders

Three-Point Lighting

LightPurposeTypical Setup
KeyPrimary illumination45° above, 30° side
FillShadow softeningOpposite key, 1/2–1/4 intensity
RimSubject separationBehind subject, bright edge

Naming: LGT_Key_Main, LGT_Fill_Soft, LGT_Rim_Back

Light Types

TypeUse Case
SunOutdoor directional
AreaSoft studio, windows
SpotFlashlights, stage, horror
PointBulbs, emissive fill

Color Temperature

MoodKelvinRGB Approx
Candle/warm1800KOrange
Tungsten3200KWarm white
Daylight5500KNeutral white
Overcast6500KCool white
Moonlight8000K+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/fog

Horror 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 shafts

Game vs Cinematic

AspectGameCinematic
Light countMinimal (performance)Unlimited
BakedLightmaps commonPath trace
DynamicReal-time shadowsRay traced
MoodGameplay readabilityArtistic freedom

MCP Integration

  1. Create lights with naming convention via MCP
  2. Set color, intensity, angle via MCP
  3. Configure world HDRI via MCP
  4. Query light count and types
  5. Organize in COL_Lights collection

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

TopicReferenceLoad When
Horror setupsreferences/horror-lighting-setups.mdHorror scenes
Cinematic rigsreferences/cinematic-light-rigs.mdPortfolio renders

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