3d Lighting logo

3d Lighting

Organization
SummerEngine
3d-lighting

Light a 3D scene: sun, omni and spot lights, WorldEnvironment, sky, shadows and ambient.

Overview

PublisherSummerEngine
Repositorysummer
Skill name3d-lighting
Stars
91
Forks
8
Bundled files
1
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.

  • 1 bundled files

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

  • Open source

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

Installation

Install the 3d Lighting 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/SummerEngine/summer/tree/main/library/skills/3d-lighting
  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/SummerEngine/summer.git /tmp/summer
mkdir -p .claude/skills
cp -r /tmp/summer/library/skills/3d-lighting .claude/skills/3d-lighting
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable 3d Lighting 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 3d Lighting 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 3d Lighting 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.

3D Lighting for Summer Engine

Outdoor and indoor lighting setups for 3D scenes.

Light Types

TypeUse case
DirectionalLight3DSun, moon, outdoor primary light
OmniLight3DPoint lights (lamps, torches)
SpotLight3DFlashlights, 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_COLOR
  • ambient_light_color
  • tonemap_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

PropertyTypeExample
light_energyfloat1.0, 1.5
light_colorColor"Color(1, 0.95, 0.9, 1)"
shadow_enabledbooltrue
rotation_degreesVector3"Vector3(-45, 30, 0)"
positionVector3"Vector3(0, 10, 0)"
omni_rangefloat10 (OmniLight3D)
spot_rangefloat10 (SpotLight3D)
spot_anglefloat45 (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.

ApproachCallable from MCP / a script?
DirectionalLight3D / Omni / Spot with shadow_enabledYes
WorldEnvironment + Environment (sky, ambient, tonemap, glow, SSAO, SSR)Yes
SDFGI real-time GIYes — Environment.sdfgi_enabled = true, no bake step at all
VoxelGIYes — VoxelGI.bake() is bound to script (ClassDB.class_has_method("VoxelGI", "bake") is true)
LightmapGI bakeYes, 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 bakeNo. 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 skillCommand
summer_add_nodesummer engine add-node
summer_get_project_contextsummer engine get-project-context
summer_run_scriptsummer engine run-script
summer_save_scenesummer engine save-scene
summer_screenshotsummer engine screenshot
summer_set_propsummer engine set-prop
summer_set_resource_propertysummer engine set-resource-property

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 3d Lighting AI skill do?

Light a 3D scene: sun, omni and spot lights, WorldEnvironment, sky, shadows and ambient.

Why use 3d Lighting on TypingMind?

Because you install it once and use it with any model. 3d Lighting 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 3d Lighting in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/SummerEngine/summer/tree/main/library/skills/3d-lighting. 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 3d Lighting?

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 3d Lighting?

As many as you like. As long as a model supports skills, you can use 3d Lighting with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the 3d Lighting AI skill free?

Yes. It is published on GitHub by SummerEngine 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.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇