Agent skill

Scenario Blender Lighting Rendering

by scenario-labs in scenario-labs/skills

A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…

MITAuto-check passedGame Development

Install Scenario Blender Lighting Rendering

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-blender-lighting-rendering -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install scenario-labs/skills scenario-blender-lighting-rendering --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/blender/scenario-blender-lighting-rendering .claude/skills/scenario-blender-lighting-rendering && rm -rf skills-src

Use ~/.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/

Facts

Skill name
scenario-blender-lighting-rendering
GitHub stars
946
Token cost
~5k tokens
SKILL.md length
1,949 words
Files
6 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…

  • Works in 9 steps: Compose, then lock the camera. Lighting… → Controlled base. For a studio: world… → Key. Use BL.three_point,… → …
  • Compositing in Blender: light a character
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 4 more sections
  • Runs Python scripts from its folder; calls npx

What it does

Scenario Blender Lighting Rendering is an agent skill from scenario-labs/skills. Use when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI, EEVEE vs Cycles settings, light leaks or noise, flat or muddy renders, subject not standing out, AgX/ACES color management, render passes, EXR, light groups, bloom and vignette in the 5.x compositor, rule of thirds and value checks, toon/NPR looks, or judging a render like a lighter.

Its SKILL.md is about 5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/procedures.md`).

It sits in Game Development. It works with Blender. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Compositing in Blender: light a character
  • Interior at dusk
  • Motivated lighting
  • EEVEE vs Cycles settings

Example prompts

  • “/scenario-blender-lighting-rendering”

Requirements

  • Python 3
  • Node.js

Workflow steps

9 steps, taken from the first numbered list in SKILL.md.

  1. Compose, then lock the camera. Lighting is view dependent (Andrew). Use BL.screen_xy and BL.aim_camera_at_frame_point(head, 1/3 or 2/3…
  2. Controlled base. For a studio: world strength 0 and a near-black rough ground (Andrew). For an EEVEE interior: pb =…
  3. Key. Use BL.three_point, BL.motivated_interior (window + practical, cheated linked key, spot practical, rims, bounce) or…
  4. Supporting lights. Add fill, rim, bounce and BL.eye_light, plus BL.shadow_caster, BL.fake_sun, BL.split_world or BL.haze as needed…
  5. Measure and look. r = BL.render(base) gives PNG + EXR. Then mask = BL.mask_cryptomatte(r["exr"], names) (or BL.mask_workbench), rep =…
  6. Color. BL.color_setup(view, look, exposure) (brightness here, never by scaling lamps) and BL.color_audit(). GATE: the audit is empty, no…
  7. Render settings. BL.preset_eevee(quality="final", interior=...) or BL.preset_cycles(quality="final", budget="film"). For EEVEE finals…
  8. Comp. Cycles: mix = BL.lightgroup_mix(gains, exr=r["exr"]) re-grades key/fill/rim/window from the EXR in about 0.2 s (BL.set_gain, RGB…
  9. Deliver with evidence: final PNG, EXR, value study, the light table, the verdict, and what was not verified.

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    Ships 1 file in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Scenario Blender Lighting Rendering loads about 5k tokens when it runs, and up to ~23k if it reads all its reference files. Until then it costs about 125 tokens; SKILL.md has 1,949 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~125
When it runs · the whole SKILL.md, loaded when a task matches
~5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~23k

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.

Safety

Auto-check passed

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); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 1,949 words, ~5,027 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-blender-lighting-rendering/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.
name
scenario-blender-lighting-rendering
description
Use when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI, EEVEE vs Cycles settings, light leaks or noise, flat or muddy renders, subject not standing out, AgX/ACES color management, render passes, EXR, light groups, bloom and vignette in the 5.x compositor, rule of thirds and value checks, toon/NPR looks, or judging a render like a lighter.
license
MIT

Lighting, rendering and compositing

Expert lighting controls where the eye goes. Shape comes from gradients, the subject is separated from its surroundings by value (checked desaturated), every light has a source and a purpose, and every decision is measured on the render, not on lamp values. Work from a controlled base, change one thing at a time, and compare. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-blender-expert (execution channel, review loop, 5.2 API changes). Related: scenario-blender-texturing-shading (materials, skin SSS), scenario-blender-previs-storyboard (shot planning, cameras).

Toolkit: scripts/bx_light.py (tested on 5.2.1): rigs placed relative to subject and camera, EEVEE/Cycles presets, color setup and audit, 5.x compositor helpers, render analysis. Import: sys.path.append("<this skill>/scripts"); import bx_light as BL.

Stance (the expert delta)

  • Value separation first. Andy Goralczyk separates character from background by value in almost every shot and checks it desaturated. Andrew Price: the highest-contrast area becomes the focal point whether you want it or not (the bright window beats the couch). Fix by darkening the set before brightening the subject.
  • Light size and distance are the controls. Andrew: a large source reads form and hides pores, a small one reads texture and grit, so a face key is a large source, never a small bulb (unless toon or deliberately harsh). Inverse square is an attention tool: move a light closer instead of adding helpers. No key:fill ratio is a rule (Andrew: "half the key is bogus"): dim the shadow side until it reads as shadow with detail, and measure on the subject.
  • Motivate, then cheat plausibly. Every light needs a source and a color from the world (Gleb Alexandrov, Lino Thomas). Andy puts the rim on the key side, because on the shadow side it reads as a bounce from nowhere. When the source is behind the subject he fakes a key into the face. Shadow casters and light linking keep cheats off the set. Gleb stops before the image "looks lit".
  • EEVEE is a trench coat (Andrew). Ray tracing is off in a factory scene. World light passes through walls unless the volume probe's outer samples sit at the inner walls (Andrew; measured 0.26 leak to 0.002; 5.2.1 puts samples one spacing inside the box, so size the box from the points). Soft lights need per-light jitter (Gleb) and custom distance (measured: automatic distance loses 8 %).
  • Cycles economy (Andy, Sprite Fright): 3 bounces, no caustics, no clamping, Fast GI, and bounces faked with lights. Keep sharp speculars for the eyes and hero metal only.
  • Linear and wide until the end (Jacob Holiday). EXR stays linear while PNG bakes the view transform. AgX hides clipping (linear 4 displays 0.91), so read the EXR. Global brightness is exposure in the view transform, not scaled lights (keeps every ratio, including world and emissives). AgX for scenes, Khronos PBR Neutral for product color. Set the working space once (Nathan Vegdahl).
  • Rebalance in comp, not by re-rendering (Wyatt, Robin). In Cycles, light groups per role (key, fill, rim, window): one render, then gains in the compositor (BL.light_groups, BL.lightgroup_mix). EEVEE has no light-group outputs: use light linking and view layers.
  • Always comp, lightly (Pau Homs): bloom, vignette, then a correction, stopping before it reads as a filter. In 5.x the compositor is a node group.
  • Color has three contrasts (Lino): value, saturation and hue. Keep one saturated focus hue and desaturate its complement over large areas.

Establish first

InputWhy it changes the planDefault when silent
Still or animationContinuity, flicker and temporal denoiseStill
EngineEEVEE: stylized, fast iteration, volumes, NPR, viewport comp with passes. Cycles: glass close-ups, bounce realism, referenceEEVEE to iterate, plus a Cycles reference render
StyleToon terminators need a small, unjittered keyStylized-realistic
Subject and focus pointRig target (the face), mask for the analysisCharacter head, else bbox center
Time and motivationColor scheme: warm practicals, cool sky, sunNight/dusk interior: warm key (2,700 K [added]), cool fill
DeliveryPNG display plus EXR master; external grade?PNG + 32-bit multilayer EXR
Color fidelityBrand RGB: Khronos PBR Neutral; skin: ACES 2.0 or AgX High ContrastAgX
Late balance changes, comp hand-offCycles light groups per role, multilayer EXRgroups when rendering in Cycles

Workflow

  1. Compose, then lock the camera. Lighting is view dependent (Andrew). Use BL.screen_xy and BL.aim_camera_at_frame_point(head, 1/3 or 2/3, 0.62) for look room, and 80 mm for boxy products. GATE: one focal element; subject near a thirds point or a deliberate symmetry, pyramid or full frame.
  2. Controlled base. For a studio: world strength 0 and a near-black rough ground (Andrew). For an EEVEE interior: pb = BL.volume_probe_for_room(inner_lo, inner_hi, cell=0.5, wall=0.2) (outer samples on the inner walls), BL.probe_report(pb, inner_lo, inner_hi), then BL.bake_probes(). For an exterior: BL.outdoor_sun_sky(..., azimuth_space="world"). GATE: probe_report flags nothing and a world-only render of a sealed interior is near black.
  3. Key. Use BL.three_point, BL.motivated_interior (window + practical, cheated linked key, spot practical, rims, bounce) or BL.outdoor_sun_sky. Lights stay out of walls automatically. GATE: BL.light_report(target=head, face=head) has no flags (frontal key, key below the eye line, key smaller than the head), and a clay render (BL.clay(True)) gives internal_ratio >= 2.5.
  4. Supporting lights. Add fill, rim, bounce and BL.eye_light, plus BL.shadow_caster, BL.fake_sun, BL.split_world or BL.haze as needed. Linking lives on the light OBJECT (obj.light_linking, via BL.link_light), not the Light datablock. Adjust one lamp at a time: BL.light_contributions(lights, mask, dir), or in Cycles BL.lightgroup_check(exr, mask) from one render. GATE: the key has the largest share on the subject, the world is under 10 % indoors, and each rim is motivated.
  5. Measure and look. r = BL.render(base) gives PNG + EXR. Then mask = BL.mask_cryptomatte(r["exr"], names) (or BL.mask_workbench), rep = BL.analyse(r["png"], mask, exr=r["exr"]), BL.verdict(rep) and BL.value_study(...), and open the images. GATE: the verdict is empty and in the value study the subject owns a value group; otherwise darken the set, carve with spots or blockers, and link the key.
  6. Color. BL.color_setup(view, look, exposure) (brightness here, never by scaling lamps) and BL.color_audit(). GATE: the audit is empty, no complementary clash is flagged, clip is at most 0.5 % outside emitters, and the linear max is intended.
  7. Render settings. BL.preset_eevee(quality="final", interior=...) or BL.preset_cycles(quality="final", budget="film"). For EEVEE finals, render a Cycles preview reference (Andrew). GATE: the subject is within about 30 % of Cycles and there are no engine artifacts (critique section 7).
  8. Comp. Cycles: mix = BL.lightgroup_mix(gains, exr=r["exr"]) re-grades key/fill/rim/window from the EXR in about 0.2 s (BL.set_gain, RGB gains recolor). Then BL.comp_finish(bloom=0.25, vignette=0.3, contrast=0.05, source=mix["socket"]); masks with BL.matte(tree, names); pixel sizes through BL.relative_px; passes, back to beauty and view layers are in procedures P13. GATE: re-run the verdict on the finished frame; the vignette ratio should fall.
  9. Deliver with evidence: final PNG, EXR, value study, the light table, the verdict, and what was not verified.

Animation: pin the sun per location with sun_azimuth within about 30 deg (Andy). Light the wide shot and propagate it to coverage. Check shots with BL.contact_sheet and BL.sheet_stats (outliers more than 0.5 stop from the median). Keep temporal denoise on and never use ray-tracing resolution 1/16.

Show full SKILL.md (766 more words)Show less

Numbers

ValueRelative toSource
Level of a white card: point P/(4π²d²), area P/(π²d²), sun S/πBL.energy_formeasured, both engines
Source as big as its distance delivers 75 % of the nominal levelapparent sizemeasured
AgX display: 0.18 to 0.463, 1.0 to 0.773, 4.0 to 0.910linear valuemeasured
Key 40 deg off axis, 35 deg up, 3 subject radii, size = radiussubject, camera[added] defaults
Frontal flag: key < 20 deg off the camera axiscamera axis[added]
Sun angle about 2 deg; continuity ±30 degsetAndy
Kelvin: candle 1,500, incandescent 2,000 to 2,500, daylight 6,500 (practical default 2,700 [added])lightAndrew
EEVEE: RT 1:1 and GI 1:2 for finals, Fast GI steps 16, shadow steps 12 to 16 (leaks), shadow rays 2 (penumbra)renderAndrew
Volume probe: outer samples on the inner walls (samples at local (i+1)/(N+1)x2-1); leak 0.22 at 0.44 m inside, 0.054 at 0.2 m, 0.002 at the wall, 0.009 past the wall; surfel density 100roomAndrew, measured
Brand color error (of 255): Khronos 3.8, AgX 27 to 42, Standard 33white furnacemeasured
Haze density about 0.05 for a roomvolumeAndrew
Cycles film: 3 bounces, clamp 0, no caustics, 100 test / 500 to 1,500 final samplesrenderAndy
EXR: multilayer, half float, DWAA for comp; 32-bit mastersoutputRobin, Andy
Verdict: surround separation ≥ 0.10, edge merge ≤ 35 %, clay form ratio ≥ 2.5, value range ≥ 0.30, clip ≤ 0.5 %display luma[added], calibrated

Quality gates

Measurable:

python
rep = BL.analyse(png, mask, exr=exr); problems = BL.verdict(rep)          # [] = pass
flags = BL.light_report(target=head, face=head)["flags"]; audit = BL.color_audit()
probe = BL.probe_report(pb, inner_lo, inner_hi)["flags"]                  # EEVEE interiors: []
groups = BL.lightgroup_check(exr, mask)                                   # Cycles: rel_error ~0, shares
shares = BL.light_contributions(lights, mask, out_dir)                   # per-light share on subject

Visual: open the render, the value_study panel (desaturated | value groups | squint) and, for sequences, the contact sheet. Judge them with references/critique.md: first read, value structure, form, motivation, color, composition, artifacts, finish.

Common mistakes

MistakeWhat it looks likeFix
Frontal keyFlat, "flash photo", clay form ratio about 1.3Key 30 to 60 deg off axis, above the eye line
Practical behind the subject used as the keyDull face, bright wall steals focusCheated key on the source's side, linked to the subject
Bare point practical near a wallBlown wall, shelf becomes the focal pointSpot with the shade's cone; blocker
EEVEE interior without probe, or a probe box drawn to the wallsShadows lifted blue/gray everywhere, muddyOuter samples at the inner walls (probe_report), bake, sealed-room test
Small bulb as a face keyPores and texture, harsh faceLarge source (head-sized or more); flag in light_report(face=)
Brightening by scaling lampsWorld and emissives left behind, ratios driftexposure in the view transform
light.data.light_linkingAttributeErrorLinking and light groups are Object properties
Re-rendering to rebalance lightsHours per tweakCycles light groups + lightgroup_mix
Rig lights inside wallsA rim that contributes nothingavoid=subject (default in rigs)
Unlinked faked keySet brightens with the subject, no separationlink_key=True; key share high, background share near 0
Judging clipping on AgX PNGHighlights look fine, EXR at 20+Read linear_max, use exposure
Big soft jittered key on a toon materialDithered, noisy terminatorSmall unjittered key for NPR (Wyatt: crisp shadows for toon)
Inverted hull outlineCharacter goes dark or flatOutline material transparent to shadow rays (outline_hull)
AOV named in shader onlyPass silently missingBL.register_aovs()
Pixel-sized comp effectsLook changes between preview and finalBL.relative_px
Exclude instead of indirect-only in layersMissing shadows in the compindirect_only (0.0004 vs 0.016 diff)

Blender 5.2 notes

  • EEVEE id is BLENDER_EEVEE; use_raytracing is False by default; use_bloom/ssr/gtao/soft_shadows are gone (Glare node, ray tracing, Fast GI, per-light jitter).
  • Probes are SPHERE/PLANE/VOLUME; lightprobe_cache_bake runs synchronously headless; the sphere-probe default is 512. Volume samples sit one spacing inside the box faces, never on them.
  • EEVEE writes Cryptomatte but no Object Index pass; light groups are Cycles only (EEVEE Render Layers has no Combined_<group>); light linking works in both engines. light_linking and lightgroup are Object properties; bpy.types.Light has neither.
  • Compositor: scene.compositing_node_group, Group Output, ShaderNodeMix (color sockets 6/7, result 2), menu inputs take display names ('Bloom'). GPU is the default device. Assets live in datafiles/assets/nodes/compositing_nodes_essentials.blend.
  • Color: the working space is read-only (use bpy.ops.wm.set_working_color_space); looks are prefixed ('AgX - Punchy'); 'Linear'/'Raw' are rejected; camera log spaces exist; Principled Thin Wall exists for window glass.
  • matrix_world is stale after setting a transform; call view_layer.update(). OIIO read_image(subimage, ...): the first argument selects the part.

References

  • references/procedures.md: tested code for every stage (P1 units to P17 exposure and color), with measured results and test paths. Load before writing code.
  • references/critique.md: the rubric to judge a render or sequence, in expert reading order, with the code check behind each question.
  • references/expert-notes.md: principles per expert with timestamps, plus the disagreements table. Load for judgment calls and attribution.
  • references/sources.md: the 15 videos, credentials, best timestamps, and which to consult for which question.

© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 5 other files (scripts, references) in skills/dcc/blender/scenario-blender-lighting-rendering of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/procedures.md
  • references/sources.md
  • scripts/bx_light.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Blender Lighting Rendering 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.

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Text To 3D AssetLaurentiuGabriel/unreal-game-assets-creation-skill148—~2.1kAutomated safety check: PassNone

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Works with

Questions about Scenario Blender Lighting Rendering

What does Scenario Blender Lighting Rendering do?

A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…. Scenario Blender Lighting Rendering is an agent skill from scenario-labs/skills.x compositor, rule of thirds and value checks, toon/NPR looks, or judging a render like a lighter.

When should I use Scenario Blender Lighting Rendering?

Scenario Blender Lighting Rendering fits situations like: compositing in Blender: light a character; interior at dusk; motivated lighting; EEVEE vs Cycles settings.

How do I install Scenario Blender Lighting Rendering in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-blender-lighting-rendering -a claude-code`. Or copy the skill folder (skills/dcc/blender/scenario-blender-lighting-rendering in scenario-labs/skills) into .claude/skills/scenario-blender-lighting-rendering in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Blender Lighting Rendering in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-blender-lighting-rendering -a codex`. Or copy the skill folder (skills/dcc/blender/scenario-blender-lighting-rendering in scenario-labs/skills) into .agents/skills/scenario-blender-lighting-rendering in your project. Codex loads it when a task matches its description.

Can I use Scenario Blender Lighting Rendering in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add scenario-labs/skills --skill scenario-blender-lighting-rendering -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-blender-lighting-rendering, .gemini/skills/scenario-blender-lighting-rendering, .github/skills/scenario-blender-lighting-rendering and .opencode/skills/scenario-blender-lighting-rendering in your project.

What does Scenario Blender Lighting Rendering need to run?

Going by SKILL.md and its folder, Scenario Blender Lighting Rendering needs Python for the scripts in its folder and the command-line tools its instructions call (npx). Our summary lists: Python 3; Node.js.

Does Scenario Blender Lighting Rendering access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Blender Lighting Rendering safe to install?

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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Blender Lighting Rendering use?

Scenario Blender Lighting Rendering is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Blender Lighting Rendering use?

About 5k tokens (SKILL.md is roughly 20k 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 18k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Blender Lighting Rendering?

Skills that share tags, products or a category with Scenario Blender Lighting Rendering: Threejs World Generation (calesthio/OpenMontage, 66k stars), 3Dviz Pro Max Scene Builder (viettranx/3dviz-pro-max, 709 stars), Asset Pipeline (rehan-remade/universal-modder, 6.1k stars) and Blender Image To 3D (majidmanzarpour/blender-game-skills, 135 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Blender Lighting Rendering?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

Source: scenario-labs/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.