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ThanhNguyxnOrgThanhNguyxnOrg/blendops/skills/lighting-material-plan/SKILL.md

lighting-material-plan

Skill3 starsChanged 6 months agoMITView on GitHub

Build detailed lighting and material direction with portability and caveat handling for Blender/web-3D outputs.

The file

We split this skill into the rules it gives an agent

11 rules. About 0 are common, 9 are distinctive, and 2 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.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Create a high-quality, practical lighting/material plan that balances visual intent and web portability constraints.

    line 9
  2. Distinctive:

    keep runtime claims evidence-bound

    line 14
  3. Distinctive:

    follow suggested next-skill handoff

    line 15
  4. Distinctive:

    look-development strategy is needed

    line 18
  5. Distinctive:

    Add neon/cyberpunk accent pattern where requested.

    line 84
  6. Distinctive:

    Add GLB/web handoff caveats.

    line 90
  7. Distinctive:

    If style is cyberpunk + product clarity required → neon accents + controlled reflections.

    line 94
  8. Distinctive:

    If web performance priority high → simplify material stack and reflection complexity.

    line 95
  9. Distinctive:

    If portability uncertain → keep assumptions explicit and request runtime validation.

    line 96
  10. Very specific:

    keep Runtime: Not Run and Artifacts: Not Produced within this skill

    line 111
  11. Very specific:

    keep Runtime: Not Run and Artifacts: Not Produced with no rendered output claims

    line 115

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

lighting-material-plan

Purpose

Create a high-quality, practical lighting/material plan that balances visual intent and web portability constraints.

Quick start

  • confirm this skill fits your goal
  • provide required inputs first
  • keep runtime claims evidence-bound
  • follow suggested next-skill handoff

When to use

  • look-development strategy is needed
  • lighting/material choices drive scene mood
  • web/GLB portability caveats must be explicit

When not to use

<!-- blendops:generated:start exclusions -->
  • to claim final rendered quality or executed results → use ../camera-composition/SKILL.md (Delegates out-of-scope requests to camera-composition)
  • to skip composition/camera context from camera-composition → use ../camera-composition/SKILL.md (Delegates out-of-scope requests to camera-composition)
  • to validate existing lighting or materials → use ../lighting-quality-checker/SKILL.md (use lighting-quality-checker and material-quality-checker)
  • to decide render engines (cycles-vs-eevee-decision), color management (color-management-decision), or file formats (output-format-decision) → use ../color-management-decision/SKILL.md (output-format-decision)
  • to execute Blender or generate Python scripts → use ../color-management-decision/SKILL.md (Delegates out-of-scope requests to color-management-decision)
<!-- blendops:generated:end exclusions -->

Trigger phrases

<!-- blendops:generated:start triggers -->
  • "plan lighting and materials"
  • "design cyberpunk lookdev"
  • "define PBR and reflection strategy"
<!-- blendops:generated:end triggers -->

Prerequisites / readiness

  • framing and camera plan received from camera-composition when chaining upstream planners (or clear subject and destination context for standalone use)
  • upstream constraints known from cycles-vs-eevee-decision, color-management-decision, and output-format-decision when applicable
  • target delivery context known

Input schema

Required inputs

  • style intent
  • subject material constraints
  • output destination

Optional inputs

  • brand color/style constraints
  • performance budget hints
  • preferred mood references

Assumptions to confirm

  • realism vs stylized priority
  • reflection intensity tolerance
  • portability strictness for web handoff

Output schema

Primary output

  • lighting rig strategy (key/fill/rim, mood accents, reflection behavior) + material lookdev strategy (hierarchy, PBR targets, naming)

Secondary output

  • portability simplification recommendations

Evidence / caveat output

  • unverified visual assumptions
  • explicit truth states: Runtime: Not Run, Artifacts: Not Produced (downgrade-only, never upgrade)

Required laws

  • ../../laws/evidence-before-done.md
  • ../../laws/non-blender-user-language.md
  • ../../laws/official-runtime-only.md
  • ../../laws/no-arbitrary-python-interface.md

Official runtime boundary

This is a planning-only skill: no Blender execution, no Python, and no artifact generation. Runtime status always remains Not Run and artifact status always remains Not Produced (truth states are downgrade-only, never upgrade). If referencing Eevee engine tokens from upstream cycles-vs-eevee-decision, use BLENDER_EEVEE on Blender 4.0–4.1 and 5.x, and BLENDER_EEVEE_NEXT only for 4.2–4.x — never present Eevee Next as the current name.

Operating procedure

  1. Define lighting objective (readability vs drama balance).
  2. Choose key/fill/rim strategy.
  3. Add neon/cyberpunk accent pattern where requested.
  4. Define reflective floor behavior and caveats.
  5. Choose material classes and hierarchy.
  6. Define PBR portability assumptions.
  7. Identify web simplification opportunities.
  8. Define texture/material naming expectations.
  9. Add GLB/web handoff caveats.
  10. Provide user-facing summary with uncertainty markers.

Decision tree

  • If style is cyberpunk + product clarity required → neon accents + controlled reflections.
  • If web performance priority high → simplify material stack and reflection complexity.
  • If portability uncertain → keep assumptions explicit and request runtime validation.

Playbooks

  • Playbook A: text-only lookdev planning (Runtime: Not Run, Artifacts: Not Produced)
  • Playbook B: runtime-ready lookdev planning with verification targets prepared for lighting-quality-checker and material-quality-checker (Runtime: Not Run, Artifacts: Not Produced)
  • Playbook C: blocked-runtime conservative lookdev planning with strict portability caveats (Runtime: Not Run, Artifacts: Not Produced)

Mode handling

Text-only mode

  • produce lighting rig and material lookdev plan only
  • report Runtime: Not Run and Artifacts: Not Produced

Runtime-ready mode

  • produce lookdev plan and define checklist targets for downstream lighting-quality-checker and material-quality-checker
  • keep Runtime: Not Run and Artifacts: Not Produced within this skill

Blocked runtime mode

  • provide conservative lookdev plan and explicit portability caveats
  • keep Runtime: Not Run and Artifacts: Not Produced with no rendered output claims

Validation checklist

  • key/fill/rim strategy documented
  • style-specific lighting notes documented
  • reflective floor caveats documented
  • material hierarchy documented
  • PBR portability assumptions documented
  • web simplification recommendations provided
  • naming expectations provided
  • handoff caveats provided
  • uncertainty markers explicit
  • no evidence overclaims

Pass / Warn / Fail rubric

CategoryPassWarnFail
Lighting strategyClear and goal-alignedBasic but usableMissing/contradictory
Material strategyCoherent and portable-awarePartial portabilityNo portability consideration
Web caveatsExplicit and actionablePresent but vagueMissing caveats
Evidence boundaryNo visual overclaimsMinor ambiguityClaims rendered results without evidence

Failure handling

  • Missing style detail: request targeted clarification.
  • Conflicting constraints: output option sets with trade-offs.
  • Unknown runtime state: keep plan-only with explicit caveats.

Troubleshooting

  • Overly harsh reflections: reduce floor reflectance assumptions.
  • Muddy lighting plan: simplify key/fill ratio assumptions.
  • Material complexity too high for web: propose simplification tiers.

Best practices

  • prioritize readability before stylization extremes
  • map each lookdev decision to user-facing outcome
  • preserve portability caveats explicitly

Good examples

“Use key+soft fill for product readability, neon rim accents for mood, and limit reflective floor intensity to avoid detail washout in web contexts.”

Bad examples

“Make it look cool with neon materials.” (no constraints, no caveats)

User-facing response template

  • Lighting plan summary
  • Material plan summary
  • Portability caveats
  • Truth states: Runtime: Not Run | Artifacts: Not Produced
  • Next handoff step (lighting-quality-checker, material-quality-checker, scene-readiness, glb-web-handoff)

Anti-patterns

  • skipping required laws or runtime boundary statements
  • claiming runtime/artifact success without evidence
  • upgrading truth states above Runtime: Not Run or Artifacts: Not Produced
  • blurring roles by validating lighting/materials instead of handing off to lighting-quality-checker and material-quality-checker
  • making render engine, color config, or file format decisions owned by cycles-vs-eevee-decision, color-management-decision, or output-format-decision
  • presenting BLENDER_EEVEE_NEXT / Eevee Next as the current Blender 5.x engine name
  • including Python snippets, Blender execution commands, or unhedged jargon

Cross-skill handoff

<!-- blendops:generated:start handoffs -->
  • [upstream_reference] Upstream input from (camera-composition) → ../camera-composition/SKILL.md
  • [progression] Upstream input from (color-management-decision) → ../color-management-decision/SKILL.md
  • [progression] Upstream input from (cycles-vs-eevee-decision) → ../cycles-vs-eevee-decision/SKILL.md
  • [progression] Upstream input from (output-format-decision) → ../output-format-decision/SKILL.md
  • [progression] Next validation (lighting-quality-checker) → ../lighting-quality-checker/SKILL.md
  • [progression] Next validation (material-quality-checker) → ../material-quality-checker/SKILL.md
  • [progression] Then scene check → ../scene-readiness/SKILL.md
  • [progression] Then delivery → ../glb-web-handoff/SKILL.md
<!-- blendops:generated:end handoffs -->

Non-goals

  • shader/runtime implementation code
  • rendered quality claims without evidence

References

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