
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.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/el4cteo/blender-skills --skill blender-lighting-lookdev- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads blender-lighting-lookdev automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
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
| Situation | Setup |
|---|---|
| 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 |
| 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 day | Sun 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 |
| Interior | HDRI/sky through the windows + portal area lights in the openings, bounces ≥ 4, then practical lights (lamps) at real wattage |
| Character / portrait | soft key from above-front, a reflector-like fill, rim or hair light, an eye catchlight. 85–135 mm lens |
| Stylized / game screenshot | match 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, orShaderNodeTexEnvironment+ 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 = Trueon 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-qaground_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)
- Neutral setup:
--rig studioor a neutral HDRI, grey backdrop, Khronos PBR Neutral or AgX (pick one and keep it). - Add a calibration chart object if needed (a grey 18% sphere, a chrome sphere, a Macbeth chart) next to the asset.
- Turntable at 24–30 fps, 120–240 frames, 85 mm. Render previews with
render_batch.py --preset preview --format MP4. - Check the materials under 2–3 different HDRIs. A good PBR material holds up in all of them (
blender-pbr-materialssanity checks).
Gotchas
- World lighting is invisible if
world.node_treehas no Background → World Output link (the script ensures one). - EEVEE needs
use_raytracingfor 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.
FAQ
What does the blender-lighting-lookdev skill do?
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 do I install blender-lighting-lookdev?
Run npx skills add https://github.com/el4cteo/blender-skills --skill blender-lighting-lookdev in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/blender-lighting-lookdev/ (personal) or .claude/skills/blender-lighting-lookdev/ (project).
Which AI agents can use blender-lighting-lookdev?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is blender-lighting-lookdev safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains blender-lighting-lookdev?
It is published by el4cteo in el4cteo/blender-skills. It has 85 recorded installs.
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