3D Lighting for Summer Engine
Outdoor and indoor lighting setups for 3D scenes.
Light Types
| Type | Use case |
|---|---|
| DirectionalLight3D | Sun, moon, outdoor primary light |
| OmniLight3D | Point lights (lamps, torches) |
| SpotLight3D | Flashlights, stage lights |
Basic Outdoor Setup
1. Directional Light (Sun)
A light is one node plus a few properties: build it with one summer_run_script
call. Every scene tool takes a required scenePath, the exact res:// scene
to change (get it from summer_get_project_context); the snippets use
res://main.tscn. One property change on an existing light is one
summer_set_prop.
summer_run_script(scenePath="res://main.tscn", source=""" func run(ctx): var world = ctx.get_or_create("Node3D", "World") ctx.add_node("DirectionalLight3D", "Sun", world, { "rotation_degrees": Vector3(-45, 30, 0), "light_energy": 1.0, "shadow_enabled": true, "light_color": Color(1, 0.95, 0.9, 1), }) ctx.save_scene() """)
Warm sunlight: Color(1, 0.95, 0.9, 1). Cool moonlight: Color(0.8, 0.85, 1, 1).
2. WorldEnvironment (Sky + Ambient)
The Environment resource has:
background_mode— 2 for sky, 1 for color, 3 for canvas (Environment.BG_SKY= 2,BG_COLOR= 1,BG_CANVAS= 3; default is 0,BG_CLEAR_COLOR)sky— Sky resource (ProceduralSkyMaterial or PhysicalSkyMaterial)ambient_light_source— AMBIENT_SOURCE_SKY or AMBIENT_SOURCE_COLORambient_light_colortonemap_mode
A sky is a Sky resource in environment.sky, with a ProceduralSkyMaterial (or PhysicalSkyMaterial) in its sky_material. summer_set_resource_property only sets properties on a resource that already exists, so build the node, the Environment, the Sky and its material in one script:
summer_run_script(scenePath="res://main.tscn", source=""" func run(ctx): var env := Environment.new() env.background_mode = Environment.BG_SKY env.sky = Sky.new() env.sky.sky_material = ProceduralSkyMaterial.new() env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY env.tonemap_mode = Environment.TONE_MAPPER_FILMIC ctx.add_node("WorldEnvironment", "WorldEnvironment", ctx.find("World"), {"environment": env}) ctx.save_scene() """)
Later, one value on that Environment is one summer_set_resource_property (resourceProperty="environment", subProperty="background_mode").
Simpler path: start from the 3d-basic template, which already has a sky, and copy its structure.
3. Fill Light (Optional)
A second, weaker directional or omni for shadow fill:
summer_run_script(scenePath="res://main.tscn", source=""" func run(ctx): ctx.add_node("DirectionalLight3D", "FillLight", ctx.find("World"), { "rotation_degrees": Vector3(-30, -120, 0), "light_energy": 0.3, "shadow_enabled": false, "light_color": Color(0.7, 0.8, 1, 1), }) ctx.save_scene() """)
Indoor / Point Lights
summer_run_script(scenePath="res://main.tscn", source=""" func run(ctx): ctx.add_node("OmniLight3D", "Lamp", ctx.find("World"), { "position": Vector3(2, 3, 2), "light_energy": 0.8, "light_color": Color(1, 0.9, 0.7, 1), "omni_range": 8.0, }) ctx.save_scene() """)
Many lamps (a street, a corridor) are a loop in the same script, not one call per lamp.
Property Reference
| Property | Type | Example |
|---|---|---|
| light_energy | float | 1.0, 1.5 |
| light_color | Color | "Color(1, 0.95, 0.9, 1)" |
| shadow_enabled | bool | true |
| rotation_degrees | Vector3 | "Vector3(-45, 30, 0)" |
| position | Vector3 | "Vector3(0, 10, 0)" |
| omni_range | float | 10 (OmniLight3D) |
| spot_range | float | 10 (SpotLight3D) |
| spot_angle | float | 45 (degrees, SpotLight3D) |
Color Format
Always use Color(r, g, b, a) with values 0.0–1.0:
- Warm white:
Color(1, 0.95, 0.9, 1) - Cool white:
Color(0.9, 0.95, 1, 1) - Orange (torch):
Color(1, 0.6, 0.2, 1) - Green (alien):
Color(0.5, 1, 0.5, 1)
Baked lighting — what you can and cannot do from here
Real-time lighting (everything above) is fully scriptable. Baking mostly is too on this build — the split that matters is which process runs the bake, not whether a script can trigger it.
| Approach | Callable from MCP / a script? |
|---|---|
DirectionalLight3D / Omni / Spot with shadow_enabled | Yes |
WorldEnvironment + Environment (sky, ambient, tonemap, glow, SSAO, SSR) | Yes |
SDFGI real-time GI | Yes — Environment.sdfgi_enabled = true, no bake step at all |
VoxelGI | Yes — VoxelGI.bake() is bound to script (ClassDB.class_has_method("VoxelGI", "bake") is true) |
LightmapGI bake | Yes, from the live editor. Summer binds LightmapGI.bake(from_node, image_data_path) to script (upstream leaves it button-only). Call it from summer_run_script. The GPU lightmapper needs a real renderer (a RenderingDevice): a normal desktop editor has one; a cloud container needs xvfb + GL (running-in-the-cloud); a pure-headless process has none and the call returns BAKE_ERROR_NO_LIGHTMAPPER. |
OccluderInstance3D occlusion bake | No. bake_single_node is not script-callable. Editor-button only. |
So when the user asks for baked lighting: add and configure the LightmapGI node,
set the meshes' gi_mode, then run the bake yourself from summer_run_script —
lgi.bake(lgi, "res://lightmaps/scene_lm.exr") — and check the returned bake-error
enum (0 is OK; BAKE_ERROR_NO_LIGHTMAPPER means no renderer in this process, not a
missing binding). Verify with a framing:"camera" screenshot, which renders the
real environment. Only fall back to "press Bake Lightmaps in the editor" when
no renderer is available. If they want GI with zero bake step,
steer to SDFGI (Environment.sdfgi_enabled) or VoxelGI.
Note the related trap: Engine.has_singleton("EditorInterface") returns true
even in a headless non-editor process, so it is not a valid capability probe.
ClassDB.can_instantiate("EditorScript") returns false outside the editor and is
the reliable check.
Fallback (no MCP — edit .tscn directly)
If Summer MCP isn't connected, append the lighting block to your scene file:
[node name="Sun" type="DirectionalLight3D" parent="World"] transform = Transform3D(0.866, 0, -0.5, 0.354, 0.707, 0.612, 0.354, -0.707, 0.612, 0, 0, 0) light_color = Color(1, 0.95, 0.9, 1) light_energy = 1.0 shadow_enabled = true [node name="WorldEnvironment" type="WorldEnvironment" parent="World"]
Then create Environment and Sky resources via the inspector or load from .tres.
Collaborative protocol
This skill mutates the scene (adds lights + WorldEnvironment + tunes Environment sub-properties). Always ask before applying: "May I add a DirectionalLight3D Sun with shadows + a WorldEnvironment with a procedural sky?".
From a shell
No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
| In this skill | Command |
|---|---|
summer_add_node | summer engine add-node |
summer_get_project_context | summer engine get-project-context |
summer_run_script | summer engine run-script |
summer_save_scene | summer engine save-scene |
summer_screenshot | summer engine screenshot |
summer_set_prop | summer engine set-prop |
summer_set_resource_property | summer engine set-resource-property |


