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Found 60 Skills
React Three Fiber lighting - light types, shadows, Environment component, IBL. Use when adding lights, configuring shadows, setting up environment lighting, or optimizing lighting performance.
Set up a Godot 4.x 3D scene: Node3D transforms, Camera3D, lighting (DirectionalLight3D/OmniLight3D), WorldEnvironment for sky/ambient/tonemap/post, MeshInstance3D materials, and GridMap for tile-based 3D levels. Use when building a 3D scene in a Godot project, placing cameras/lights, configuring environment and post-processing, or working with Node3D/.tscn 3D content and GridMap.
Creates simple Three.js web apps with scene setup, lighting, geometries, materials, animations, and responsive rendering. Use for: "Create a threejs scene/app/showcase" or when user wants 3D web content. Supports ES modules, modern Three.js r150+ APIs.
Expert interior designer with deep knowledge of space planning, color theory (Munsell, NCS), lighting design (IES standards), furniture proportions, and AI-assisted visualization. Use for room layout optimization, lighting calculations, color palette selection for interiors, furniture placement, style consultation. Activate on "interior design", "room layout", "lighting design", "furniture placement", "space planning", "Munsell color". NOT for exterior/landscape design, architectural structure, web/UI design (use web-design-expert), brand color theory (use color-theory-palette-harmony-expert), or building codes/permits.
VRChat world building - setup, lighting, optimization, limits
Control timeBuzzer hardware LED via MIDI — set color, effects (pulse, strobe, rainbow, fade), and semantic status signals. Use when the user asks to change the buzzer LED color, signal status through the buzzer, or sync the buzzer with other lighting.
Relight photos and images using each::sense AI. Transform lighting conditions, add studio lighting, golden hour effects, dramatic shadows, neon glows, and match lighting to any environment.
QLC+ (Q Light Controller Plus) lighting software — workspace files (.qxw), scenes, chasers, sequences, collections, EFX, RGB matrices, fixture definitions (.qxf), Virtual Console, and timing calculations. Use this skill whenever the user is working with QLC+ workspace XML, creating/editing scenes/chasers/shows, debugging timing or crossfade issues, generating fixture definitions, setting up Virtual Console widgets (cue lists, solo frames, buttons, sliders), troubleshooting HTP/LTP conflicts, fixing corrupted .qxw files, configuring QLC+ plugins (DMX USB, Art-Net, MIDI, E1.31), or asking any question where QLC+ is the software being used. Also trigger for SpeedModes, FadeIn/Hold/Duration, FixtureVal, RunOrder, or QLC+ function types. Do NOT trigger for general DMX hardware questions without QLC+ context, fixture buying advice, DAW-only questions, or custom protocol implementations.
Dreamina Video Description Writing Specifications, including camera movement, subject actions, lighting atmosphere, etc.
Unity shaders, materials, and rendering pipelines (URP/HDRP/Built-in). PROACTIVELY activate for: (1) writing shaders in Shader Graph, HLSL, or ShaderLab, (2) URP and HDRP shader authoring, (3) custom render pipeline work (SRP), (4) lighting setup (baked vs realtime, lightmaps, Global Illumination), (5) post-processing stacks, (6) reflection probes and light probes, (7) custom render features and full-screen passes, (8) shader stripping and variant management, (9) compute shaders, (10) ray tracing in HDRP. Provides: Shader Graph templates, HLSL snippets, URP/HDRP differences, lighting setup recipes, render-feature examples, and shader-variant guidance.
Use when a PlayCanvas scene must read as a deliberate cinematic image rather than a flat asset preview, to set key and ambient lighting, sky and image-based lighting, shadows, tone mapping and exposure, and a restrained post-process grade of bloom, fog, and colour.
Calibrate Blender materials, lighting, camera crop, emission/glow, color management, and aura/HUD styling against supplied original/reference images using measurable color, brightness, saturation, bbox, and mask statistics. Use when a product must match the lighting/look of a source image or when audits say the product is too bright, desaturated, wrong hue, wrong glow, or wrong silhouette extent.