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SKILL.md

blender-lighting-lookdev

Agent skill fromEL4CTEO/blender-skills

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.

How to install blender-lighting-lookdev

install blender-lighting-lookdev
# install the blender-skills pack with the skills CLI
npx skills add EL4CTEO/blender-skills

# or add only this skill to Claude Code: copy the folder

skills/blender-lighting-lookdev/

# into

~/.claude/skills/blender-lighting-lookdev/ (all projects)

.claude/skills/blender-lighting-lookdev/ (one project)

skills/blender-lighting-lookdev/SKILL.md

MITFull file
1# Lighting & Look-dev
2
3The 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`.
4
5## One call: presentation scene
6```
7scripts/turntable.py -- --objects Hero --rig studio --backdrop --frames 120 --lens 85
8scripts/turntable.py -- --objects Hero --rig both --hdri //hdri/studio_small_09_2k.exr --hdri-strength 0.8
9```
10This 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.
11
12## Lighting recipes
13| Situation | Setup |
14|---|---|
15| Asset / product review | 3-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 |
16| 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 |
17…

Excerpt shown under the repository's MIT license.

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