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Cinematic and game lighting in Blender including three-point lighting, HDRI, horror lighting, volumetrics, rim lighting, and mood-driven illumination. Use for look development and scene atmosphere via MCP.
npx skill4agent add arjun988/blender-skills lightingArt Direction → Key Light → Fill/Rim → Accent → Environment
→ Volumetrics → Color Grade Prep → Validation Renders| Light | Purpose | Typical Setup |
|---|---|---|
| Key | Primary illumination | 45° above, 30° side |
| Fill | Shadow softening | Opposite key, 1/2–1/4 intensity |
| Rim | Subject separation | Behind subject, bright edge |
LGT_Key_MainLGT_Fill_SoftLGT_Rim_Back| Type | Use Case |
|---|---|
| Sun | Outdoor directional |
| Area | Soft studio, windows |
| Spot | Flashlights, stage, horror |
| Point | Bulbs, emissive fill |
| Mood | Kelvin | RGB Approx |
|---|---|---|
| Candle/warm | 1800K | Orange |
| Tungsten | 3200K | Warm white |
| Daylight | 5500K | Neutral white |
| Overcast | 6500K | Cool white |
| Moonlight | 8000K+ | Blue |
1. Select HDRI matching mood (overcast for horror, clear for hero)
2. Rotate to place brightest area as key
3. Adjust strength (0.5–2.0 typical)
4. Supplement with area lights for subject separation
5. Hide HDRI in background if using solid color/fogWorld shader → Volume Scatter
Light → Volume contribution enabled
Density: 0.01–0.1 (subtle to heavy fog)
Anisotropy: 0.3–0.8 for visible light shafts| Aspect | Game | Cinematic |
|---|---|---|
| Light count | Minimal (performance) | Unlimited |
| Baked | Lightmaps common | Path trace |
| Dynamic | Real-time shadows | Ray traced |
| Mood | Gameplay readability | Artistic freedom |
COL_LightsLGT_[Role]_[Descriptor]| Topic | Reference | Load When |
|---|---|---|
| Horror setups | | Horror scenes |
| Cinematic rigs | | Portfolio renders |