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Blender Lighting Lookdev

Community
EL4CTEO
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.

Overview

PublisherEL4CTEO
Repositoryblender-skills
Skill nameblender-lighting-lookdev
Stars
426
Forks
39
Bundled files
2
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by EL4CTEO on GitHub. Read the source before you install it.

Installation

Install the Blender Lighting Lookdev AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-lighting-lookdev
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/EL4CTEO/blender-skills.git /tmp/blender-skills
mkdir -p .claude/skills
cp -r /tmp/blender-skills/skills/blender-lighting-lookdev .claude/skills/blender-lighting-lookdev
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Lighting Lookdev in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender Lighting Lookdev on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender Lighting Lookdev is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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

SituationSetup
Asset / product review3-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 daySun 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
InteriorHDRI/sky through the windows + portal area lights in the openings, bounces ≥ 4, then practical lights (lamps) at real wattage
Character / portraitsoft key from above-front, a reflector-like fill, rim or hair light, an eye catchlight. 85–135 mm lens
Stylized / game screenshotmatch 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, or ShaderNodeTexEnvironment + 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 = True on 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-qa ground_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)

  1. Neutral setup: --rig studio or a neutral HDRI, grey backdrop, Khronos PBR Neutral or AgX (pick one and keep it).
  2. Add a calibration chart object if needed (a grey 18% sphere, a chrome sphere, a Macbeth chart) next to the asset.
  3. Turntable at 24–30 fps, 120–240 frames, 85 mm. Render previews with render_batch.py --preset preview --format MP4.
  4. Check the materials under 2–3 different HDRIs. A good PBR material holds up in all of them (blender-pbr-materials sanity checks).

Gotchas

  • World lighting is invisible if world.node_tree has no Background → World Output link (the script ensures one).
  • EEVEE needs use_raytracing for 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.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Blender Lighting Lookdev AI 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.

Why use Blender Lighting Lookdev on TypingMind?

Because you install it once and use it with any model. Blender Lighting Lookdev is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender Lighting Lookdev in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EL4CTEO/blender-skills/tree/main/skills/blender-lighting-lookdev. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Blender Lighting Lookdev?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender Lighting Lookdev?

As many as you like. As long as a model supports skills, you can use Blender Lighting Lookdev with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender Lighting Lookdev AI skill free?

Yes. It is published on GitHub by EL4CTEO under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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