look-and-light
Skill9 starsChanged 12 days agoMITView on GitHub
Lighting, materials, textures, PBR, too bright, glow, emissive, bloom, flat shading, looks cheap, void, color, look development: use when building or reviewing a 3D set's look in three.js or similar for a code-rendered video. Puts real PBR textures on every surface, keeps scenes dark and lit only by real light sources, gives zero glow to anything that isn't a light, makes a dark space rather than a black void, and judges colors in the film's own light.
In this repository8 other files it gives its agents.
- animation-principlesSkill
- blocking-firstSkill
- directing-sessionsSkill
- render-checksSkill
- renderingSkill
- review-pageSkill
- shot-designSkill
- song-timingSkill
The file
We split this skill into the rules it gives an agent
9 rules. About 0 are common, 9 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈9
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 10
When building a set, a character's materials or a scene's lighting, and when a draft reads as cheap CG: too bright, too smooth, everything …
- Distinctive: line 15
Real textures on every surface: Every set surface gets a real PBR material (albedo, roughness and normal maps): wood, plaster, carpet, …
- Distinctive: line 23
Every other surface gets zero emissive: coins, metal, rails, painted text, sand, accent bands.
- Distinctive: line 30
no camera-side fill, and no emissive "rim" terms in shaders lighting people evenly.
- Distinctive: line 31
A dark space, not a void: Don't float a scene in pure black all round.
- Distinctive: line 36
Stylized form, real colors: When a character comes from photos, take its colors and markings from them and build the form as a clean, …
- Distinctive: line 54
Before a lighting pass, list every emissive material by name and every light with its intensity, distance and decay.
- Distinctive: line 57
Look at stills for anything lit for no reason, and zoom into the dark areas for banding.
- Distinctive: line 58
Check textures at the closest framing they appear in, at full resolution.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Look and light
When to use
When building a set, a character's materials or a scene's lighting, and when a draft reads as cheap CG: too bright, too smooth, everything glowing, or floating in black.
Procedure
- Real textures on every surface. Every set surface gets a real PBR material (albedo, roughness and normal maps): wood, plaster, carpet, concrete, fabric, metal, asphalt. Poly Haven's CC0 textures, HDRIs and models are a good source. Pick a texel density that holds up at the framing. Keep the files in the project with a note of where each came from. Smooth, flatly shaded surfaces read as placeholders.
- Keep it dark. Dense detail at full brightness overwhelms the frame and kills the read of what matters. Sets and crowds stay dark and muted, lit only by real sources at their real reach. On a dark set, only the thing that should read is lit.
- Only real light sources glow. Lamps, bulbs, LED strips, screens, lit windows, tubes and fire emit, at real levels. Every other surface gets zero emissive: coins, metal, rails, painted text, sand, accent bands. Capping a fake glow low is still a fake glow. An emissive value authored low (under ~0.4) usually means a surface faking its own light.
- Real falloff (three.js):
- point and spot lights get
decay = 2and adistance; - set each light's intensity at its nearest subject (illuminance = intensity / distance²), not by eye;
- a
RectAreaLighthas no range and casts no shadow, so a small practical (a phone, a screen, a bulb) is aSpotLightorPointLightwith a short distance, gone within about a meter; - no camera-side fill, and no emissive "rim" terms in shaders lighting people evenly.
- point and spot lights get
- A dark space, not a void. Don't float a scene in pure black all round. Give it a floor, haze or a dim structure, lit by the scene's own sources and falling off fast.
- Judge color in the film's light. Tune a color on a still of the real scene where it appears, and sample the rendered pixel. A swatch tuned in a demo's lighting is wrong in every shot that matters: a gray tuned in a lineup came out charcoal in the real scene.
- Stylized form, real colors. When a character comes from photos, take its colors and markings from them and build the form as a clean, appealing stylized version. Never fit the sculpt to the photos: a pose's squashed cheek becomes a permanent one.
- A style needs structure, not a filter. I Can Make Anything's comic print worked because of ink outlines, a screen-fixed halftone, hard light bands, a saturated world against a muted hero, and one accent color reserved for one character.
- Separation: a focal value per shot, warm against cool, a palette per place, colorblind-safe.
Failure modes
- Naming a lighting cause from a list of lights. The brightest light in a census added almost nothing to the crowd. Turn each light off in turn (or solo it) and measure what it adds to the subject.
- An audit whose masks leak: materials the audit can't override draw as themselves, and a bright wall counted as lit people made a darker frame read as brighter. Look at the leaked pixels before reporting.
- A bloom veil from a large white surface (an LED wall) washing everything.
Verify
- Before a lighting pass, list every emissive material by name and every light with its intensity, distance and decay. Zero the fakes at their source.
- Solo each light and measure its contribution on the subject.
- Look at stills for anything lit for no reason, and zoom into the dark areas for banding.
- Check textures at the closest framing they appear in, at full resolution.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
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