MCPInstall

blender-lighting

Light Blender scenes professionally — three-point setups, HDRI environments, studio/cinematic/dramatic configurations, light groups, color temperature, soft vs hard shadows. Use whenever the user asks to "light the scene", "set up lighting", "make it look cinematic / dramatic / studio / outdoor / sunset", "add a key light", "use HDRI", or any lighting-related request. Make sure to use this skill even if the user does not say "light" — also covers "make it look professional", "studio shot", "moody atmosphere", "golden hour", "rim light". Pairs with blender-materials (lighting reveals materials) and blender-cameras (lighting + composition together = shot).

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/roble3/cc-blender-skill --skill blender-lighting
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads blender-lighting automatically when relevant.

  3. 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.

MCP backend

Use when: Any lighting setup or modification in Blender. Includes HDRI/environment lighting and individual lamp placement.

Before the first Blender call, read ../text-to-blender/references/mcp-backends.md. Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide.

Blender Lighting

Light scenes the way pros do: with structure, intent, and physically reasonable values.

The five light types

TypeBehaviorUse for
AREALight from a rectangular surface; soft shadows automatic80% of cases. Window, softbox, fluorescent panel
SUNParallel rays from "infinity"Sunlight, moonlight, distant directional
POINTOmnidirectional from a pointBulbs, candles, small omnis
SPOTCone with falloffStage lights, headlights, focused beams
HDRI/World360° environment imageRealistic ambient, outdoor, product photography

Default rule: Use Area lights for almost everything except the sun. Soft shadows come for free.

Decision tree

What's the mood?
├── Studio / commercial → Three-point lighting (key+fill+rim) + HDRI fill 0.3
├── Outdoor / sunlit → Sun + HDRI sky environment
├── Indoor cinematic → Sun through window + HDRI low + practicals (lamps as Point)
├── Dramatic / noir → Single Spot at high angle, no fill
├── Stylized / cartoon → Three-point with high contrast + saturated key color
└── Unsure → Three-point with HDRI grounding (works for 90% of cases)

Reference-look handoff

If the goal is to match an original/reference image rather than make a generally attractive render, chain-load reference-look-calibration. It owns measurement of hue/saturation/value, object extent, glow/aura color, and before/after look metrics. This skill should then apply the requested material/lighting/render changes within that calibrated target.

Recipes

Helper: aim_at(light, target) — required for subject-aware lighting

Recipe 1 below positions lights at fixed world coords with hardcoded rotations. That's fine for a generic 1m subject at the world origin. For ANY other subject (small jewellery, tall sword, sprawling building), you need lights aimed at the subject. Use this helper:

from mathutils import Vector

def aim_at(light_obj, target):
    """Aim a light at a world-space target.
    target may be a Vector or a tuple/list (x, y, z) or a Blender object.
    """
    target_pos = Vector(target.location) if hasattr(target, 'location') else Vector(target)
    direction = (target_pos - light_obj.location).normalized()
    light_obj.rotation_euler = direction.to_track_quat('-Z', 'Y').to_euler()

Helper: scene-aware light positioning

from mathutils import Vector

def compute_scene_bbox_center(meshes):
    """Average bbox center over a list of mesh objects (world space)."""
    import bpy
    deps = bpy.context.evaluated_depsgraph_get()
    all_verts = []
    for o in meshes:
        eval_obj = o.evaluated_get(deps)
        em = eval_obj.to_mesh()
        for v in em.vertices:
            all_verts.append(o.matrix_world @ v.co)
        eval_obj.to_mesh_clear()
    xs = [v.x for v in all_verts]
    ys = [v.y for v in all_verts]
    zs = [v.z for v in all_verts]
    center = Vector(((min(xs)+max(xs))/2, (min(ys)+max(ys))/2, (min(zs)+max(zs))/2))
    extent = max(max(xs)-min(xs), max(ys)-min(ys), max(zs)-min(zs))
    return center, extent

Recipe 0a — Subject-CLASS-aware three-point lighting (use this for orchestrator E2E)

Generic three-point lighting (Recipe 0b below) places lights at fixed energy ratios. That works for opaque subjects (chair, sword) but breaks for glass (rim washes out volume tint) and is too cool for wood (loses warmth).

Pass a subject_class hint to tune the setup:

ClassKey:Fill:Rim ratioKey color tempReason
'metal'4:1:2 (default)warm 3200KStandard 3-point reads metallic well
'glass'3:1:1.2neutral 5500KSoft rim — strong rim WASHES OUT volume tint; brighter fill so transmission shows colour
'wood'4:1:1.5warm 3000KWarmer key brings out wood tones; less rim (wood doesn't need silhouette boost)
'fabric'3:1:0.5neutral 5500KSoft and balanced; sheen reads in fill light
'skin'4:1:1warm 3500KWarm key for healthy tone; subtle rim (avoids harsh edges on faces)
'product'5:1:1.5neutral 5000KHigher contrast; commercial/clean look
(unspecified)falls back to Recipe 0b (default)warm 3200K
import bpy, math
from mathutils import Vector

def aim_at(light_obj, target):
    target_pos = Vector(target.location) if hasattr(target, 'location') else Vector(target)
    direction = (target_pos - light_obj.location).normalized()
    light_obj.rotation_euler = direction.to_track_quat('-Z', 'Y').to_euler()

def apply_three_point(subject_class='metal'):
    """Configure 3-point lighting with subject-class-aware ratios.

    subject_class: 'metal' | 'glass' | 'wood' | 'fabric' | 'skin' | 'product' | 'metal' (default)
    """
    profiles = {
        'metal':   dict(ratio=(4.0, 1.0, 2.0), key_color=(1.0, 0.95, 0.85), fill_color=(0.85, 0.9, 1.0), rim_color=(0.7, 0.85, 1.0)),
        'glass':   dict(ratio=(3.0, 1.0, 1.2), key_color=(1.0, 0.98, 0.95), fill_color=(0.95, 0.95, 1.0), rim_color=(0.95, 0.95, 1.0)),
        'wood':    dict(ratio=(4.0, 1.0, 1.5), key_color=(1.0, 0.92, 0.78), fill_color=(0.95, 0.95, 1.0), rim_color=(0.85, 0.92, 1.0)),
        'fabric':  dict(ratio=(3.0, 1.0, 0.5), key_color=(1.0, 0.97, 0.92), fill_color=(0.92, 0.95, 1.0), rim_color=(0.95, 0.95, 1.0)),
        'skin':    dict(ratio=(4.0, 1.0, 1.0), key_color=(1.0, 0.93, 0.82), fill_color=(0.95, 0.96, 1.0), rim_color=(0.92, 0.92, 1.0)),
        'product': dict(ratio=(5.0, 1.0, 1.5), key_color=(1.0, 0.98, 0.95), fill_color=(0.98, 0.98, 1.0), rim_color=(0.98, 0.98, 1.0)),
    }
    p = profiles.get(subject_class, profiles['metal'])

    # Compute scene bbox
    subject_meshes = [o for o in bpy.data.objects if o.type == 'MESH' and o.name.startswith('GEO-')]
    deps = bpy.context.evaluated_depsgraph_get()
    all_verts = []
    for o in subject_meshes:
        eo = o.evaluated_get(deps); em = eo.to_mesh()
        for v in em.vertices: all_verts.append(o.matrix_world @ v.co)
        eo.to_mesh_clear()
    xs = [v.x for v in all_verts]; ys = [v.y for v in all_verts]; zs = [v.z for v in all_verts]
    center = Vector(((min(xs)+max(xs))/2, (min(ys)+max(ys))/2, (min(zs)+max(zs))/2))
    biggest = max(max(zs)-min(zs), max(xs)-min(xs))
    light_dist = max(biggest * 1.5, 1.0)

    # Energy scales with distance²
    base_energy = 100 * (light_dist / 1.5) ** 2
    key_e, fill_e, rim_e = (base_energy * r for r in p['ratio'])

    # Remove existing lights
    for o in list(bpy.data.objects):
        if o.type == 'LIGHT' and (o.name.startswith('LGT-key') or o.name.startswith('LGT-fill') or o.name.startswith('LGT-rim')):
            bpy.data.objects.remove(o, do_unlink=True)

    # KEY (warm, front-right above)
    key = bpy.data.objects.new('LGT-key', bpy.data.lights.new('LGT-key', type='AREA'))
    key.data.energy = key_e; key.data.size = 0.5; key.data.color = p['key_color']
    bpy.context.collection.objects.link(key)
    key.location = (center.x + light_dist*0.7, center.y - light_dist*0.7, center.z + light_dist*0.5)
    aim_at(key, center)

    # FILL (cool, opposite, weaker)
    fill = bpy.data.objects.new('LGT-fill', bpy.data.lights.new('LGT-fill', type='AREA'))
    fill.data.energy = fill_e; fill.data.size = 1.0; fill.data.color = p['fill_color']
    bpy.context.collection.objects.link(fill)
    fill.location = (center.x - light_dist*0.7, center.y - light_dist*0.5, center.z + light_dist*0.3)
    aim_at(fill, center)

    # RIM
    rim_type = 'AREA' if subject_class == 'glass' else 'SPOT'
    rim = bpy.data.objects.new('LGT-rim', bpy.data.lights.new('LGT-rim', type=rim_type))
    rim.data.energy = rim_e; rim.data.color = p['rim_color']
    if rim_type == 'AREA':
        rim.data.size = 1.5   # larger soft-source for glass
    else:
        rim.data.spot_size = math.radians(50)
    bpy.context.collection.objects.link(rim)
    rim.location = (center.x, center.y + light_dist, center.z + light_dist*0.5)
    aim_at(rim, center)

    print(f"lighting:{subject_class} key:fill:rim={p['ratio']} dist={light_dist:.2f}m")

# Usage:
# apply_three_point('glass')   # for the wine bottle
# apply_three_point('wood')    # for the chair
# apply_three_point('metal')   # for the sword (or omit; 'metal' is default)

Recipe 0b — Three-point lighting aimed at a subject (generic, no class hint)

Use this instead of Recipe 1 when you have a specific subject but the class doesn't matter. Lights are placed proportionally to the subject's largest dimension.

import bpy, math
from mathutils import Vector

def aim_at(light_obj, target):
    target_pos = Vector(target.location) if hasattr(target, 'location') else Vector(target)
    direction = (target_pos - light_obj.location).normalized()
    light_obj.rotation_euler = direction.to_track_quat('-Z', 'Y').to_euler()

# Determine subject and its scale
subject_meshes = [o for o in bpy.data.objects if o.type == 'MESH' and o.name.startswith('GEO-')]
deps = bpy.context.evaluated_depsgraph_get()
all_verts = []
for o in subject_meshes:
    eo = o.evaluated_get(deps); em = eo.to_mesh()
    for v in em.vertices:
        all_verts.append(o.matrix_world @ v.co)
    eo.to_mesh_clear()
xs = [v.x for v in all_verts]; ys = [v.y for v in all_verts]; zs = [v.z for v in all_verts]
center = Vector(((min(xs)+max(xs))/2, (min(ys)+max(ys))/2, (min(zs)+max(zs))/2))
extent = max(max(xs)-min(xs), max(ys)-min(ys), max(zs)-min(zs))
light_dist = max(extent * 1.5, 1.0)

# Energy values scale roughly inversely with squared distance from subject — recipe targets
# physically reasonable values for a ~1m subject at ~1.5m light distance.
key_energy = 100 * (light_dist / 1.5) ** 2
fill_energy = key_energy * 0.3
rim_energy = key_energy * 0.8

# KEY (warm, front-right above)
key = bpy.data.objects.new('LGT-key', bpy.data.lights.new('LGT-key', type='AREA'))
key.data.energy = key_energy; key.data.size = 0.5; key.data.color = (1.0, 0.95, 0.85)
bpy.context.collection.objects.link(key)
key.location = (center.x + light_dist * 0.7, center.y - light_dist * 0.7, center.z + light_dist * 0.5)
aim_at(key, center)

# FILL (cool, opposite, weaker)
fill = bpy.data.objects.new('LGT-fill', bpy.data.lights.new('LGT-fill', type='AREA'))
fill.data.energy = fill_energy; fill.data.size = 1.0; fill.data.color = (0.85, 0.9, 1.0)
bpy.context.collection.objects.link(fill)
fill.location = (center.x - light_dist * 0.7, center.y - light_dist * 0.5, center.z + light_dist * 0.3)
aim_at(fill, center)

# RIM (cool, behind, separates subject from BG)
rim = bpy.data.objects.new('LGT-rim', bpy.data.lights.new('LGT-rim', type='SPOT'))
rim.data.energy = rim_energy; rim.data.color = (0.7, 0.85, 1.0); rim.data.spot_size = math.radians(50)
bpy.context.collection.objects.link(rim)
rim.location = (center.x, center.y + light_dist, center.z + light_dist * 0.5)
aim_at(rim, center)

print(f'lighting:three_point_aimed center={tuple(round(v,2) for v in center)} extent={extent:.2f}m dist={light_dist:.2f}m')

Recipe 0c — Practical lighting (scene contains its own emissive light source)

When the subject IS or CONTAINS a light source — desk lamp with bulb, candle with flame, monitor with glowing screen, neon sign — the scene needs a different setup:

  1. Make the world background dark (Strength 0.10–0.20). Otherwise the bulb's contribution is drowned out by ambient.
  2. Reduce or remove the standard 3-point fill/rim. The practical light should dominate.
  3. Keep a subtle ambient fill (8-15W Area light from camera direction) so the lamp body itself is visible — pure practical-only renders make the lamp shape silhouette into shadow.
  4. Tune emission strength HIGH for small mesh emitters (see blender-materials Recipe 11b — bulb spheres need Strength 800-3000 to read like real bulbs).
  5. Cycles max_bounces ≥ 16 for proper interior-shade lighting — the bulb's light needs to bounce inside the shade and out through the opening.
import bpy
from mathutils import Vector

def aim_at(light_obj, target):
    target_pos = Vector(target.location) if hasattr(target, 'location') else Vector(target)
    direction = (target_pos - light_obj.location).normalized()
    light_obj.rotation_euler = direction.to_track_quat('-Z', 'Y').to_euler()

# Dim world (let the practical dominate)
world = bpy.context.scene.world
world.use_nodes = True
nodes = world.node_tree.nodes
for n in list(nodes): nodes.remove(n)
output = nodes.new('ShaderNodeOutputWorld')
bg = nodes.new('ShaderNodeBackground')
bg.inputs['Color'].default_value = (0.02, 0.02, 0.03, 1.0)
bg.inputs['Strength'].default_value = 0.15
world.node_tree.links.new(bg.outputs['Background'], output.inputs['Surface'])

# Single subtle ambient fill from camera direction
fill = bpy.data.objects.new('LGT-ambient_fill', bpy.data.lights.new('LGT-ambient_fill', type='AREA'))
fill.data.energy = 8; fill.data.size = 1.0; fill.data.color = (0.85, 0.9, 1.0)
bpy.context.collection.objects.link(fill)
fill.location = (0.5, -0.8, 0.5)
aim_at(fill, Vector((0, 0, 0.3)))

# Cycles bounces
scene = bpy.context.scene
scene.cycles.max_bounces = 16
print('lighting:practical_setup')

The practical light's emission shader (mesh-emissive bulb / candle flame / etc.) handles the rest. Scene appears like real photography of an illuminated subject — dark surroundings, warm pool of light from the practical, subject silhouette gently filled.

Validation proof: see text-to-blender/assets/v1.1.0-validation/desk_lamp_emission.webp for what this setup produces (desk lamp with visible bulb glow, warm light pool on desk surface, lamp body visible against the dark scene).

Recipe 1 — Three-point lighting (the canonical setup)

import bpy, math

# KEY LIGHT (warm, front-right)
key_data = bpy.data.lights.new('LGT-key', type='AREA')
key_data.energy = 1000
key_data.size = 1.0
key_data.color = (1.0, 0.95, 0.85)  # warm tungsten ~3200K
key = bpy.data.objects.new('LGT-key', key_data)
bpy.context.collection.objects.link(key)
key.location = (3, -3, 3.5)
key.rotation_euler = (math.radians(35), math.radians(45), 0)

# FILL LIGHT (cool, front-left, weaker)
fill_data = bpy.data.lights.new('LGT-fill', type='AREA')
fill_data.energy = 300
fill_data.size = 2.0
fill_data.color = (0.85, 0.9, 1.0)  # cool sky ~6500K
fill = bpy.data.objects.new('LGT-fill', fill_data)
bpy.context.collection.objects.link(fill)
fill.location = (-3, -2, 2.5)
fill.rotation_euler = (math.radians(50), math.radians(-45), 0)

# BACK / RIM LIGHT (cool, behind subject)
rim_data = bpy.data.lights.new('LGT-rim', type='SPOT')
rim_data.energy = 600
rim_data.spot_size = math.radians(40)
rim_data.color = (0.7, 0.85, 1.0)
rim = bpy.data.objects.new('LGT-rim', rim_data)
bpy.context.collection.objects.link(rim)
rim.location = (0, 4, 3.0)
rim.rotation_euler = (math.radians(120), 0, math.radians(180))

print('lighting:three_point')

Standard ratios:

  • High-key (commercial): Key:Fill = 2:1
  • Medium (portrait): 4:1
  • Low-key (dramatic): 8:1+
  • Rim: 50–100% of key

Recipe 2 — HDRI environment

import bpy

world = bpy.context.scene.world
world.use_nodes = True
nodes = world.node_tree.nodes
links = world.node_tree.links

# Wipe existing world nodes
for n in list(nodes):
    nodes.remove(n)

# Output → Background ← Environment Texture ← Mapping ← Texture Coordinate
output = nodes.new('ShaderNodeOutputWorld'); output.location = (300, 0)
bg = nodes.new('ShaderNodeBackground'); bg.location = (100, 0)
bg.inputs['Strength'].default_value = 1.0

env = nodes.new('ShaderNodeTexEnvironment'); env.location = (-100, 0)
env.image = bpy.data.images.load('/path/to/your.hdr')   # ← user provides path

mapping = nodes.new('ShaderNodeMapping'); mapping.location = (-300, 0)
tex_coord = nodes.new('ShaderNodeTexCoord'); tex_coord.location = (-500, 0)

links.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])
links.new(mapping.outputs['Vector'], env.inputs['Vector'])
links.new(env.outputs['Color'], bg.inputs['Color'])
links.new(bg.outputs['Background'], output.inputs['Surface'])
print('lighting:hdri')

Pro source: free HDRIs at polyhaven.com/hdris (CC0).

Recipe 3 — Sunny outdoor

import bpy, math

sun_data = bpy.data.lights.new('LGT-sun', type='SUN')
sun_data.energy = 5.0
sun_data.color = (1.0, 0.95, 0.8)  # golden hour
sun_data.angle = math.radians(0.5)  # realistic sun size; bigger = softer
sun = bpy.data.objects.new('LGT-sun', sun_data)
bpy.context.collection.objects.link(sun)
sun.location = (0, 0, 10)
sun.rotation_euler = (math.radians(45), math.radians(15), 0)
print('lighting:outdoor_sun')

Combine with HDRI sky environment (Recipe 2) for natural ambient fill.

Recipe 4 — Indoor window light

import bpy, math

# Sun coming through window — cool blue, sharp
sun_data = bpy.data.lights.new('LGT-window_sun', type='SUN')
sun_data.energy = 3.0
sun_data.color = (0.85, 0.9, 1.0)
sun_data.angle = math.radians(2.0)  # softer than direct sun
sun = bpy.data.objects.new('LGT-window_sun', sun_data)
bpy.context.collection.objects.link(sun)
sun.location = (5, -3, 4)
sun.rotation_euler = (math.radians(60), math.radians(-30), 0)

# Practical lamp — warm point light
lamp_data = bpy.data.lights.new('LGT-lamp', type='POINT')
lamp_data.energy = 60
lamp_data.color = (1.0, 0.7, 0.4)  # warm bulb
lamp = bpy.data.objects.new('LGT-lamp', lamp_data)
bpy.context.collection.objects.link(lamp)
lamp.location = (-1, 2, 1.5)
print('lighting:indoor_window')

Recipe 5 — Dramatic single-source

import bpy, math

spot_data = bpy.data.lights.new('LGT-drama', type='SPOT')
spot_data.energy = 800
spot_data.spot_size = math.radians(30)
spot_data.spot_blend = 0.3
spot_data.color = (1.0, 0.95, 0.85)
spot = bpy.data.objects.new('LGT-drama', spot_data)
bpy.context.collection.objects.link(spot)
spot.location = (2, -2, 6)
spot.rotation_euler = (math.radians(60), 0, 0)
print('lighting:dramatic')

For full noir: pair with strong volumetrics (atmosphere) — see references/overview.md for the volumetric setup.

Recipe 6 — Color-temperature cheat sheet

SourceRGB
Candle (1850K)(1.0, 0.6, 0.3)
Tungsten (3200K)(1.0, 0.85, 0.6)
LED warm (3000K)(1.0, 0.8, 0.6)
Sunset / golden (3500K)(1.0, 0.85, 0.65)
Daylight noon (5500K)(1.0, 1.0, 1.0)
Overcast sky (6500K)(0.95, 0.95, 1.0)
Blue hour (8000K)(0.8, 0.9, 1.0)

Pro mix: Warm key (tungsten) + cool fill (daylight) = the "golden/teal" Hollywood look.

Recipe 7 — Soft vs hard shadow tweak

import bpy, math

light_data = bpy.data.lights['LGT-key']

# Make shadows softer
light_data.size = 2.0     # Area: bigger size = softer shadow
# Or for Sun:
# light_data.angle = math.radians(5)  # bigger angle = softer shadow

# Make shadows harder (crisp)
# light_data.size = 0.1
# Or:
# light_data.angle = math.radians(0.5)

Naming convention

PrefixMeaning
LGT-keyMain / key light
LGT-fillFill light
LGT-rim / LGT-backRim or back light
LGT-sunSun lamp
LGT-{name}Practical lights (lamp, candle, neon, etc.)

Common pitfalls

SymptomFix
Half the model in pitch blackAdd fill (Area light or HDRI)
Render looks "flat"Increase key:fill ratio; add rim
Hard shadows everywhereIncrease Area size or Sun angle
Too dark overallBoost View Transform exposure or HDRI strength
No reflections on materialsAlways set a world environment (HDRI)
Light inside objectCheck world position; light must be visible from camera
Backlight blowing out subjectRim energy ≤ key energy

When to load references/overview.md

Load when:

  • The user asks for a setup not in the recipes (volumetric god rays, light groups, light linking)
  • HDRI rotation / strength tuning is needed beyond defaults
  • Multi-light scenes (5+ lamps) require organization
  • Color science or color management gets specific (AgX, Filmic)

The reference covers: all 5 light types in depth, full HDRI workflow, light groups for re-lighting in compositor, recipes for product/portrait/architectural/character/animation looks.

FAQ

What does the blender-lighting skill do?

Light Blender scenes professionally — three-point setups, HDRI environments, studio/cinematic/dramatic configurations, light groups, color temperature, soft vs hard shadows. Use whenever the user asks to "light the scene", "set up lighting", "make it look cinematic / dramatic / studio / outdoor / sunset", "add a key light", "use HDRI", or any lighting-related request. Make sure to use this skill even if the user does not say "light" — also covers "make it look professional", "studio shot", "moody atmosphere", "golden hour", "rim light". Pairs with blender-materials (lighting reveals materials) and blender-cameras (lighting + composition together = shot).

How do I install blender-lighting?

Run npx skills add https://github.com/roble3/cc-blender-skill --skill blender-lighting 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/ (personal) or .claude/skills/blender-lighting/ (project).

Which AI agents can use blender-lighting?

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 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?

It is published by roble3 in roble3/cc-blender-skill. It has 1,289 recorded installs.

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blender-modeling

roble3/cc-blender-skill

Create and edit 3D meshes in Blender — primitives, hard-surface modeling, mesh operators, modifier stacks (Bevel, Subdivision, Boolean, Mirror, Array, Solidify), bmesh-level edits, retopology basics. Use whenever the user asks to "make/model/create/build a 3D object", "shape/sculpt this", "add a cube/sphere/cylinder/etc.", "extrude/inset/bevel this face", "add a modifier", or any geometry-creation request that isn't a wireframe trace. Make sure to use this skill even if the user does not say "model" — also covers "make a sword", "build a chair", "add a door", "carve out a hole". Pairs with blender-materials for look-dev and blender-pro-workflow for full pipelines.

Media & Creative2.3K installs

blender-materials

roble3/cc-blender-skill

Create and assign PBR materials in Blender via Principled BSDF — metals, glass, plastic, fabric, skin, organics. Covers physically-based material recipes with real-world values, Coat layer (varnish/car paint), Sheen (cloth), Subsurface scattering (skin/wax), Transmission (glass), and procedural patterns (wood grain, marble, fabric weave). Use whenever the user asks to "make it look like X material", "give it a metallic finish", "apply a wood texture", "make this glass / plastic / brushed steel / leather / skin", or any look-development request. Make sure to use this skill even if the user does not say "material" — also covers "make it shiny", "matte finish", "looks like copper", "rough surface". Works with any geometry; pairs with blender-lighting (materials only look right under proper lighting).

1.7K installs

blender-export

roble3/cc-blender-skill

Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes Unreal collision hulls and Multires normal-map baking for low-poly export, per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".

Media & Creative1.4K installs

blender-rendering

roble3/cc-blender-skill

Render Blender scenes with the right engine and settings — Cycles for photoreal, EEVEE for speed/stylized, sample counts, denoising (OptiX/OIDN), light path tuning, color management (AgX/Filmic), file output (PNG/EXR/MP4), animation rendering. Use whenever the user asks to "render this", "produce an image", "render a frame / animation", "make a final image", "save the render", or any output-generation request. Make sure to use this skill even if the user does not say "render" — also covers "make a picture", "save the result", "produce a final image", "export as image".

Media & Creative1.4K installs

blender-animation

roble3/cc-blender-skill

Animate objects, cameras, lights, and properties in Blender — keyframes, F-curves, easing (Bezier, Linear, Sine, Bounce, Elastic), shape keys (morph targets / blendshapes / visemes), drivers (Python expressions on properties), NLA actions for reuse and layering. Use whenever the user asks to "animate this", "make it move / rotate / scale over time", "add keyframes", "loop / oscillate", "shape key / morph / blendshape", "visemes for lip sync", or any time-based property change. Make sure to use this skill even if the user does not say "animate" — also covers "spin it slowly", "make it wave", "fade in / out", "pulse", "facial expression".

Frontend & Design1.3K installs

blender-pro-workflow

roble3/cc-blender-skill

End-to-end production workflow guidance for Blender — the order to assemble scenes (block-out → camera → light → forms → materials → detail → render → composite → export), critique protocols, time budgets, and recovery patterns. Use whenever the user asks to "make a complete scene / hero shot / production-quality render", "what's the right order to do this", "set up a full pipeline", or has a multi-step request crossing modeling + lighting + materials + rendering. Make sure to use this skill for any request that spans multiple phases of 3D work, even if the user does not say "workflow" — also covers "make a final image of X", "produce a hero render", "professional-looking result".

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