Install Blender Lighting Lookdev
Pick your agent. Every command is ready to paste.
npx skills add EL4CTEO/blender-skills --skill blender-lighting-lookdevThe open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.
01
Install it
Run the command above, or upload the folder in Claude.
02
Ask naturally
Describe the task. Your agent loads blender-lighting-lookdev when the request matches its description.
03
Name it if needed
If it does not trigger, say “use the blender-lighting-lookdev skill”. In Codex, type $blender-lighting-lookdev.
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.
Tips for Blender Lighting Lookdev
- • Start a fresh session after installing so your agent picks up the new skill.
- • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
- • It is part of a pack with 28 skills. Install only the ones you need with --skill to keep triggers precise.
- • If two skills overlap, mention the one you want by name.
Questions about Blender Lighting Lookdev
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 EL4CTEO/blender-skills --skill blender-lighting-lookdev" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.
Does Blender Lighting Lookdev work in Cursor and Codex?
Yes. Blender Lighting Lookdev uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.
Is Blender Lighting Lookdev free?
Blender Lighting Lookdev is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.
Who made Blender Lighting Lookdev?
Blender Lighting Lookdev is published by EL4CTEO in the EL4CTEO/blender-skills repository, together with 27 other skills.





