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.
In this repository49 other files it gives its agents.
- AGENTS.mdAGENTS.md
- acceptance-criteria-builderSkill
- asset-discoverySkill
- asset-fallback-strategySkill
- asset-library-planSkill
- asset-license-checkerSkill
- asset-style-checkSkill
- blender-brainstormingSkill
- blender-recipe-decomposerSkill
- blender-troubleshootingSkill
- blendops-helpSkill
- bridge-conflictsSkill
- camera-compositionSkill
- character-portraitSkill
- cli-appendix-job-outlineSkill
- color-management-decisionSkill
- composition-quality-checkerSkill
- cycles-vs-eevee-decisionSkill
- done-criteriaSkill
- environment-shotSkill
- glb-animation-handoffSkill
- glb-web-handoffSkill
- intent-to-3d-brief-writerSkill
- interior-sceneSkill
- lighting-quality-checkerSkill
- material-quality-checkerSkill
- mobile-glb-budgetSkill
- output-format-decisionSkill
- pack-prerequisite-checkerSkill
- path-one-host-outlineSkill
- plain-language-responseSkill
- polycount-budget-checkerSkill
- pre-handoff-verificationSkill
- preview-reportSkill
- product-grid-scene-plannerSkill
- product-hero-scene-plannerSkill
- r3f-component-planSkill
- recipe-fit-assessorSkill
- render-export-evidenceSkill
- resolution-aspect-decisionSkill
- runtime-attempt-reportSkill
- runtime-path-pickerSkill
- runtime-readinessSkill
- runtime-setupSkill
- scene-readinessSkill
- scope-guardSkill
- stage-gatesSkill
- <skill-name>Skill
- workflow-stage-routerSkill
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
- Distinctive: line 9
Create a high-quality, practical lighting/material plan that balances visual intent and web portability constraints.
- Distinctive: line 14
keep runtime claims evidence-bound
- Distinctive: line 15
follow suggested next-skill handoff
- Distinctive: line 18
look-development strategy is needed
- Distinctive: line 84
Add neon/cyberpunk accent pattern where requested.
- Distinctive: line 90
Add GLB/web handoff caveats.
- Distinctive: line 94
If style is cyberpunk + product clarity required → neon accents + controlled reflections.
- Distinctive: line 95
If web performance priority high → simplify material stack and reflection complexity.
- Distinctive: line 96
If portability uncertain → keep assumptions explicit and request runtime validation.
- Very specific: line 111
keep Runtime: Not Run and Artifacts: Not Produced within this skill
- Very specific: line 115
keep Runtime: Not Run and Artifacts: Not Produced with no rendered output claims
≈ “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
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-compositionwhen chaining upstream planners (or clear subject and destination context for standalone use) - upstream constraints known from
cycles-vs-eevee-decision,color-management-decision, andoutput-format-decisionwhen 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
- Define lighting objective (readability vs drama balance).
- Choose key/fill/rim strategy.
- Add neon/cyberpunk accent pattern where requested.
- Define reflective floor behavior and caveats.
- Choose material classes and hierarchy.
- Define PBR portability assumptions.
- Identify web simplification opportunities.
- Define texture/material naming expectations.
- Add GLB/web handoff caveats.
- 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-checkerandmaterial-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 RunandArtifacts: Not Produced
Runtime-ready mode
- produce lookdev plan and define checklist targets for downstream
lighting-quality-checkerandmaterial-quality-checker - keep
Runtime: Not RunandArtifacts: Not Producedwithin this skill
Blocked runtime mode
- provide conservative lookdev plan and explicit portability caveats
- keep
Runtime: Not RunandArtifacts: Not Producedwith 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
| Category | Pass | Warn | Fail |
| Lighting strategy | Clear and goal-aligned | Basic but usable | Missing/contradictory |
| Material strategy | Coherent and portable-aware | Partial portability | No portability consideration |
| Web caveats | Explicit and actionable | Present but vague | Missing caveats |
| Evidence boundary | No visual overclaims | Minor ambiguity | Claims 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 RunorArtifacts: Not Produced - blurring roles by validating lighting/materials instead of handing off to
lighting-quality-checkerandmaterial-quality-checker - making render engine, color config, or file format decisions owned by
cycles-vs-eevee-decision,color-management-decision, oroutput-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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