Unreal Material and VFX Workflow
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
Compose existing assets into an exported scene or interactive proving environment, with deliberate placement, terrain, materials, integration checks and runtime qualification.
$ npx skills add instruktlabs/kiln --skill kiln-compose-scene -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install instruktlabs/kiln kiln-compose-scene --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/instruktlabs/kiln.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/kiln-compose-scene .claude/skills/kiln-compose-scene && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "kiln-compose-scene" agent skill from https://github.com/instruktlabs/kiln/tree/main/skills/kiln-compose-scene into .claude/skills/kiln-compose-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "kiln-compose-scene", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/instruktlabs/kiln/tree/main/skills/kiln-compose-sceneType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add instruktlabs/kiln --skill kiln-compose-scene -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install instruktlabs/kiln kiln-compose-scene --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/instruktlabs/kiln.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/kiln-compose-scene .agents/skills/kiln-compose-scene && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "kiln-compose-scene" agent skill from https://github.com/instruktlabs/kiln/tree/main/skills/kiln-compose-scene into .agents/skills/kiln-compose-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "kiln-compose-scene", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add instruktlabs/kiln --skill kiln-compose-scene -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install instruktlabs/kiln kiln-compose-scene --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/instruktlabs/kiln.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/kiln-compose-scene .cursor/skills/kiln-compose-scene && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "kiln-compose-scene" agent skill from https://github.com/instruktlabs/kiln/tree/main/skills/kiln-compose-scene into .cursor/skills/kiln-compose-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "kiln-compose-scene", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/instruktlabs/kiln.git --path skills/kiln-compose-scene--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add instruktlabs/kiln --skill kiln-compose-scene -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install instruktlabs/kiln kiln-compose-scene --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/instruktlabs/kiln.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/kiln-compose-scene .gemini/skills/kiln-compose-scene && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "kiln-compose-scene" agent skill from https://github.com/instruktlabs/kiln/tree/main/skills/kiln-compose-scene into .gemini/skills/kiln-compose-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "kiln-compose-scene", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install instruktlabs/kiln kiln-compose-sceneInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add instruktlabs/kiln --skill kiln-compose-scene -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/instruktlabs/kiln.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/kiln-compose-scene .github/skills/kiln-compose-scene && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "kiln-compose-scene" agent skill from https://github.com/instruktlabs/kiln/tree/main/skills/kiln-compose-scene into .github/skills/kiln-compose-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "kiln-compose-scene", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add instruktlabs/kiln --skill kiln-compose-scene -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install instruktlabs/kiln kiln-compose-scene --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/instruktlabs/kiln.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/kiln-compose-scene .opencode/skills/kiln-compose-scene && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "kiln-compose-scene" agent skill from https://github.com/instruktlabs/kiln/tree/main/skills/kiln-compose-scene into .opencode/skills/kiln-compose-scene/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "kiln-compose-scene", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
kiln-compose-sceneCompose existing assets into an exported scene or interactive proving environment, with deliberate placement, terrain, materials, integration checks and runtime qualification.
Kiln Compose Scene is an agent skill from instruktlabs/kiln. Compose existing assets into an exported scene or interactive proving environment, with deliberate placement, terrain, materials, integration checks and runtime qualification.
Its SKILL.md is about 790 tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/composition-api.md` and `references/runtime-scenes.md`).
It sits in Game Development, covering Game assets and audio. It works with Model Context Protocol. The repository describes itself as: Build and revise procedural 3D assets with your coding agent. Local MCP server, CLI and TypeScript engine with rendered review, editable source and GLB export. The licence is MIT.
Read from SKILL.md and the folder at commit 5449adf. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Kiln Compose Scene loads about 788 tokens when it runs, and up to ~7.4k if it reads all its reference files. Until then it costs about 49 tokens; SKILL.md has 396 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from instruktlabs/kiln at commit 5449adf, republished under its MIT licence (© instruktlabs). 396 words, ~788 tokens.
.claude/skills/kiln-compose-scene/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.Use this optional workflow when the task concerns several assets. Keep placement separate from individual source authoring so moving an object does not regenerate its geometry.
A scene or environment can be a standalone deliverable. A Kiln project is optional organization for a shared brief, inventory and design profile; composing several assets does not by itself require one. When composing a project's proving scene, use its selected saved inventory revisions and preserve the individual editable assets.
Read the composition API notes when using the library. These are host/project APIs, not tools automatically added to the Kiln MCP surface.
Choose the deliverable before composing. A single scene GLB and an interactive application have different requirements; exporting a monolithic GLB is optional. For terrain, animated environments, traversal or measured optimization, read runtime scene guidance. Keep those systems in the consuming scene rather than adding them to every asset-authoring task. To reduce draw calls, count them per render pass first. Then merge by material within each animation and interaction anchor, and give shadow and reflection passes their own stand-ins. Do not flatten an asset into one mesh.
Inspect each GLB with inspectGlbIntegration(bytes) and confirm it returned a usable manifest. Use units, axes, bounds, and ground information to place the object deliberately. Give instances stable names and explicit transforms.
Start with the layout's major structures, routes and useful sightlines, then place smaller objects. Use world-space AABB checks to find candidate collisions; inspect reported intersections instead of treating every overlap as an error. Intentional embedding and empty space inside bounds both matter.
When traversal is part of the brief, connect destinations with usable routes and test access through the placed doors, gates and crossings with the intended actor. Terrain and paths are scene infrastructure unless included in the asset brief. Use each asset's intended placement origin; hide an optional presentation base only through a supported part/variant rather than burying the whole plant or prop.
For a scene GLB, export with composeSceneGLB(parts, options). Select material optimization and animation retention deliberately. Review skipped-part warnings and confirm required inputs survived. For an application, retain the individual inputs and reproducible placement/runtime configuration. Inspect either result in its destination scene, including traversal, collision, contact, and relevant camera paths.
Report input assets, important transforms, intentional intersections, exporter warnings, and interactions actually checked. Do not infer playability from an overlap-free layout alone.
© instruktlabs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 2 other files (references) in skills/kiln-compose-scene of instruktlabs/kiln.
Open the folder on GitHubat commit 5449adf
Kiln Compose Scene next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Kiln Compose Scene this skillinstruktlabs/kiln | 253 | — | ~788 | Automated safety check: Pass | MIT | |
| Unreal Material and VFX Workflowflopperam/unreal-engine-mcp | 1.1k | — | ~927 | Automated safety check: Pass | None | |
| Fmodel Unpackpa001024/dna-builder | 137 | — | ~2.6k | Automated safety check: Pass | MIT | |
| Make Imagesglifxyz/glif-mcp-server | 213 | — | ~931 | Automated safety check: Pass | MIT | |
| Fal Assetsrehan-remade/universal-modder | 6.1k | — | ~2k | Automated safety check: Notes | MIT | |
| Geometry Nodesarjun988/blender-skills | 283 | — | ~963 | Automated safety check: Pass | MIT |
flopperam/unreal-engine-mcp
Walks an Unreal Engine MCP agent through building materials, Niagara particle systems, Chaos destruction, and curve assets with inspect-then-edit steps.
pa001024/dna-builder
This skill documents how to use the fmodel-mcp toolkit (a CUE4Parse-based .NET CLI plus a thin Python MCP server) to inspect and export Unreal Engine game assets — pak files, textures, meshes…
glifxyz/glif-mcp-server
Make new still images from a brief with Glif and save them to a folder: concept art, a series of variations, mockups, posters, illustrations, wallpapers, reference boards or any picture that isn't…
rehan-remade/universal-modder
Generate game assets with fal (fal.ai) through the fal MCP server, the um fal CLI (REST) or fal api.
arjun988/blender-skills
Blender Geometry Nodes for procedural modeling, scatter systems, vegetation, buildings, pipes, cables, and reusable node groups.
glifxyz/glif-mcp-server
Make art and media for a game you are building with Glif: character reference sheets, consistent characters, pixel-art sprite sheets with animation cycles, seamless and PBR textures, 3D models, item…
instruktlabs/kiln
Refine an existing Kiln asset through bounded source reads, exact revision edits, and targeted image feedback.
instruktlabs/kiln
Create a procedural 3D asset with Kiln JavaScript, review useful camera views, refine saved source, and export a GLB.
instruktlabs/kiln
Check a Kiln asset's geometry, views, export fidelity, and behavior in its destination project.
instruktlabs/kiln
Configure and verify Kiln in an existing project or a new asset workspace for the selected coding agent.
instruktlabs/kiln
Run requested Kiln asset batches or compare coding-agent harnesses and models in isolated workspaces.
instruktlabs/kiln
Create, inspect, revise and deliver editable 3D assets through Kiln's connected hosted service, or reopen assets saved in that account.
Works with
Categories
Compose existing assets into an exported scene or interactive proving environment, with deliberate placement, terrain, materials, integration checks and runtime qualification. Kiln Compose Scene is an agent skill from instruktlabs/kiln. Compose existing assets into an exported scene or interactive proving environment, with deliberate placement, terrain, materials, integration checks and runtime qualification.
Kiln Compose Scene fits situations like: tasks that involve Game assets and audio.
Run `npx skills add instruktlabs/kiln --skill kiln-compose-scene -a claude-code`. Or copy the skill folder (skills/kiln-compose-scene in instruktlabs/kiln) into .claude/skills/kiln-compose-scene in your project. Claude Code loads it when a task matches its description.
Run `npx skills add instruktlabs/kiln --skill kiln-compose-scene -a codex`. Or copy the skill folder (skills/kiln-compose-scene in instruktlabs/kiln) into .agents/skills/kiln-compose-scene in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add instruktlabs/kiln --skill kiln-compose-scene -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/kiln-compose-scene, .gemini/skills/kiln-compose-scene, .github/skills/kiln-compose-scene and .opencode/skills/kiln-compose-scene in your project.
SKILL.md names no scripts, command-line tools or credentials: Kiln Compose Scene is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Kiln Compose Scene is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.
About 788 tokens (SKILL.md is roughly 3.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 6.6k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Kiln Compose Scene: Unreal Material and VFX Workflow (flopperam/unreal-engine-mcp, 1.1k stars), Fmodel Unpack (pa001024/dna-builder, 137 stars), Make Images (glifxyz/glif-mcp-server, 213 stars) and Fal Assets (rehan-remade/universal-modder, 6.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
instruktlabs (a GitHub organization) maintains it in instruktlabs/kiln, which has 253 GitHub stars. The repository holds 7 skills in this directory. The repository was last updated on October 10, 2026.
Source: instruktlabs/kiln on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.