lighting-quality-checker
Skill3 starsChanged 6 months agoMITView on GitHub
Validate lighting intensity ranges, shadow softness, color temperature, and HDRI use against the scene brief before render.
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
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- character-portraitSkill
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- 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-material-planSkill
- material-quality-checkerSkill
- mobile-glb-budgetSkill
- output-format-decisionSkill
- pack-prerequisite-checkerSkill
- path-one-host-outlineSkill
- plain-language-responseSkill
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- 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
- Very specific: line 9
Run a focused pass/warn/fail check on the scene's lighting setup per light — covering intensity ranges, shadow softness, color temperature, …
- Distinctive: line 13
check intensity ranges per light
- Distinctive: line 14
check shadow softness consistency
- Distinctive: line 15
check color temperature consistency
- Distinctive: line 16
check HDRI presence + balance with explicit lights
- Distinctive: line 17
check mood match against the brief
- Distinctive: line 22
after a lighting change request
- Distinctive: line 24
when the rendered preview looks "off" but the issue is unclear
- Very specific: line 104
Read the light list from the lighting-material-plan plan or measured scene snapshot.
- Distinctive: line 188
Always evaluate HDRI + explicit lights as a system, not separately.
- Distinctive: line 189
Keep this skill narrow — do not creep into material or composition.
≈ “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-quality-checker
Purpose
Run a focused pass/warn/fail check on the scene's lighting setup per light — covering intensity ranges, shadow softness, color temperature, HDRI / explicit-light balance, and mood match — without expanding into material, composition, or lookdev planning concerns.
Quick start
- enumerate every explicit light and HDRI in the scene plan or measured scene
- check intensity ranges per light
- check shadow softness consistency
- check color temperature consistency
- check HDRI presence + balance with explicit lights
- check mood match against the brief
- emit per-light verdicts (
Pass / Warn / Fail) with remediation hints only + a top-line status
When to use
- before render
- after a lighting change request
- as a sub-check during full quality review
- when the rendered preview looks "off" but the issue is unclear
When not to use
<!-- blendops:generated:start exclusions -->- upstream lookdev and lighting planning → use
../lighting-material-plan/SKILL.md(use lighting-material-plan) - material validation → use
../material-quality-checker/SKILL.md(use material-quality-checker) - composition / camera validation → use
../composition-quality-checker/SKILL.md(use composition-quality-checker) - broad pass/warn/fail scene readiness → use
../scene-readiness/SKILL.md(use scene-readiness) - classifying render or export artifact evidence → use
../render-export-evidence/SKILL.md(use render-export-evidence) - to fix or edit lights (this skill validates and gives remediation hints only; it never edits) → use
../scene-readiness/SKILL.md(this skill validates and gives remediation hints only; it never edits)
<!-- blendops:generated:end exclusions -->Trigger phrases
<!-- blendops:generated:start triggers -->- "is the lighting okay"
- "check shadow softness"
- "lighting feels off"
- "is the HDRI balanced"
<!-- blendops:generated:end triggers -->Prerequisites / readiness
- light list known (from
lighting-material-planscene plan or measured scene snapshot) - consumer target known (render or export target)
- mood / look brief known (from
intent-to-3d-brief-writer)
Input schema
Required inputs
| Input | Why it is required |
| Light list (type, position, strength, color, soft size) | Scope of the check |
| Mood / look brief | Determines whether the lighting matches intent |
| Consumer target | Cycles vs Eevee vs glTF affects allowed light types |
Optional inputs
| Input | Use |
| HDRI file path or name | Identifies environment lighting |
| Reference image | Allows intensity / mood cross-check |
Assumptions to confirm
- Intensity units (Watts / Lumens / Sun strength) are consistent across the scene.
- Color temperature is in Kelvin where applicable; mixed Kelvin and RGB color modes need explicit annotation.
- HDRI is real-world calibrated (typical 0.5–2.0 strength), not arbitrarily boosted.
Output schema
Primary output
A per-light verdict table: name, type, intensity, color, shadow softness, verdict (Pass / Warn / Fail), and remediation hints (hints only, never direct edits or execution).
Secondary output
- top-line status (
Pass / Warn / Fail) computed from per-light rows - mood / look match:
Yes / No / Unknown - worst-offender highlighting
Evidence / caveat output
Validation verdicts (Pass / Warn / Fail) are separate from runtime and artifact truth states. Truth states are downgrade-only (never upgrade), and Artifact status defaults to Not Produced unless concrete output evidence exists (classified via render-export-evidence).
Runtime status: Not Run | Attempted | Produced | Verified | Failed
Artifact status: Not Produced | Produced | Verified | Failed
Evidence used: <links, paths, logs, or "none">
Limitations: <known gaps>Required laws
../../laws/evidence-before-done.md../../laws/non-blender-user-language.md../../laws/no-arbitrary-python-interface.md../../laws/official-runtime-only.md
Official runtime boundary
This skill validates plans or measured scene snapshots only. It never modifies lights, runs Blender, or renders. Use measured scene description (plan output, runtime tool snapshot) — never invent values.
For runtime path attribution, see ../../docs/runtime-stack-strategy.md.
Operating procedure
- Read the light list from the
lighting-material-planplan or measured scene snapshot. - For each light, evaluate intensity range (see
references/intensity-ranges.md). - Evaluate shadow softness consistency (see
references/shadow-softness-rules.md). - Evaluate color temperature consistency.
- Evaluate HDRI strength + explicit-light balance (see
references/hdri-balance-rules.md). - Cross-check overall setup with the mood brief from
intent-to-3d-brief-writer. - Assign per-light verdict (
Pass / Warn / Fail) and provide brief remediation hints only (never edit lights). - Compute top-line status, highlight worst offenders, and record downgrade-only truth states (
Artifact status: Not Producedby default unless concrete output evidence exists). - Hand off to
scene-readiness(broad review),lighting-material-plan(re-plan),material-quality-checker(materials),composition-quality-checker(framing), orrender-export-evidence(artifact evidence classification).
Decision tree
Scene has only HDRI, no explicit light when brief requires strong key separation?
→ Warn (HDRI/explicit-light balance flag; verify intent)
HDRI strength overpowers explicit lights?
→ Warn (balance issue); add remediation hint to rebalance HDRI vs key light
Multiple explicit lights stacked above target intensity range?
→ Warn or Fail depending on severity; add remediation hint to reduce intensities
Shadows hard when mood brief specifies soft lighting (or vice versa)?
→ Fail (shadow softness + mood mismatch)
Inconsistent or unannotated color temperatures across lights?
→ Warn (color temperature consistency flag)Playbooks
Playbook A: Product hero with HDRI + 3-point lighting
HDRI ~0.7–1.2; key area light ~50–500W; fill ~10–20% of key; rim for separation. Verdicts per light + balance check.
Playbook B: Cinematic moody scene
Single key + practical lights; HDRI ~0.2 (mostly ambient fill); shadows hard or soft per brief; verify mood match.
Playbook C: Outdoor sunlight
Sun strength ~1–5; HDRI environment map for ambient; verify shadow direction matches sun direction; verify color temperature (~5500–6500K daylight).
Mode handling
Text-only mode
Verdicts (Pass / Warn / Fail) are based on the plan or spec only. Set Runtime status: Not Run and Artifact status: Not Produced.
Runtime-ready mode
Verdicts are based on a measured scene snapshot; cite the inspection source used. Truth states are downgrade-only — never upgrade Runtime status or Artifact status inside this skill, and leave Artifact status: Not Produced unless concrete output evidence already exists and is classified via render-export-evidence.
Blocked runtime mode
Skip rows that depend on missing live measurement, mark limitations explicitly, and downgrade truth states (Not Run / Not Produced / Failed as applicable).
Validation checklist
- Every light listed
- Intensity column filled
- Color column filled (Kelvin or RGB)
- Shadow softness column filled
- HDRI presence noted (or "none")
- Per-light verdict assigned
- Mood match assessed
- Top-line status derived from rows
- Honest evidence label
Pass / Warn / Fail rubric
| Verdict | Criteria |
| Pass | All lights pass intensity / shadow / color sanity; HDRI balanced; mood match Yes. |
| Warn | Plausibility flags (HDRI alone, mixed color modes, intensity at edges of range) but no hard violations. |
| Fail | Mood mismatch (e.g. soft brief but hard shadows); unsupported light type for chosen export; intensity clearly off (factor of 10+); shadow direction inconsistent. |
Failure handling
- Missing light data → Fail with note.
- Mood unclear → mark Mood match Unknown; do not Pass.
- User pushes for "Pass" without checks → restate requirement.
Troubleshooting
| Problem | Remediation hint (lighting only) |
| Scene lighting too dark | Hint to recheck explicit light intensity ranges and HDRI balance in lighting-material-plan (route color/exposure questions to color-management-decision). |
| Scene lighting too bright | Hint to lower competing explicit light intensities or HDRI strength (route render clamping questions to cycles-vs-eevee-decision). |
| Shadows missing or harsh | Hint to check per-light shadow softness settings and key-to-fill intensity ratio. |
| Unintended color cast | Hint to check HDRI tint and color temperature consistency across key, fill, and rim lights. |
| Framing or surface response feels wrong | Out of scope — route framing/camera issues to composition-quality-checker and shader issues to material-quality-checker. |
Best practices
- Pair every Fail with the rule that triggered it.
- Cross-check intensity sums against the scene's overall exposure target.
- Always evaluate HDRI + explicit lights as a system, not separately.
- Keep this skill narrow — do not creep into material or composition.
Good examples
- "HDRI: studio.exr @ 1.0 (Pass); Key area light 250W, 5500K, 0.6m soft (Pass); Fill area 50W, 5500K, 0.8m soft (Pass); Rim area 80W, 5000K, 0.4m soft (Pass). Mood match: Yes (soft hero). Top-line: Pass. Runtime status: Not Run | Artifact status: Not Produced."
Bad examples
- "Lighting looks fine." — missing per-light rows, mood match, and top-line status.
- Upgrading
Artifact statustoVerifiedorProducedinside a lighting check without concrete output evidence classified byrender-export-evidence. - Editing light power or running Blender scripts instead of giving remediation hints.
User-facing response template
Consumer target: <target>
Mood / look: <one-line summary>
| Light | Type | Intensity | Color | Shadow softness | Verdict | Remediation hint |
|---|---|---|---|---|---|---|
| <name> | <type / HDRI> | <value> | <color temp / value> | <softness> | <Pass / Warn / Fail> | <hint only, no edits> |
HDRI balance: <name + strength + balance note, or "none">
Mood match: Yes / No / Unknown
Top-line: <Pass / Warn / Fail>
Worst offenders: <list or "none">
Runtime status: Not Run | Attempted | Produced | Verified | Failed
Artifact status: Not Produced | Produced | Verified | Failed
Evidence used: <links, paths, logs, or "none">
Limitations: <known gaps>
Next: scene-readiness | lighting-material-plan | material-quality-checker | composition-quality-checker | render-export-evidenceAnti-patterns
- Editing lights or generating full lighting recipes inside this skill (use
lighting-material-plan). - Inventing light intensity, color, or softness values.
- Upgrading Runtime or Artifact truth states (truth states are downgrade-only; artifacts stay
Not Producedunless concrete evidence exists). - Mixing material checks (
material-quality-checker), camera/framing checks (composition-quality-checker), or artifact evidence classification (render-export-evidence) into lighting validation.
Cross-skill handoff
<!-- blendops:generated:start handoffs -->- [progression] Broad readiness review →
../scene-readiness/SKILL.md - [upstream_reference] Material validation →
../material-quality-checker/SKILL.md - [progression] Composition validation →
../composition-quality-checker/SKILL.md - [retry] Lighting re-plan →
../lighting-material-plan/SKILL.md - [progression] Render evidence →
../render-export-evidence/SKILL.md
<!-- blendops:generated:end handoffs -->Non-goals
- Edit lights.
- Generate light setup recipes.
- Replace
scene-readiness. - Run Blender.
References
references/intensity-ranges.mdreferences/shadow-softness-rules.mdreferences/hdri-balance-rules.md../../laws/evidence-before-done.md../../docs/skill-system.md
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