Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
A skill your agent uses when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold…
$ npx skills add scenario-labs/skills --skill scenario-maya-lighting-rendering -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install scenario-labs/skills scenario-maya-lighting-rendering --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/dcc/maya/scenario-maya-lighting-rendering .claude/skills/scenario-maya-lighting-rendering && 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 "scenario-maya-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-lighting-rendering into .claude/skills/scenario-maya-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-lighting-rendering", 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/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-lighting-renderingType 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 scenario-labs/skills --skill scenario-maya-lighting-rendering -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install scenario-labs/skills scenario-maya-lighting-rendering --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/dcc/maya/scenario-maya-lighting-rendering .agents/skills/scenario-maya-lighting-rendering && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "scenario-maya-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-lighting-rendering into .agents/skills/scenario-maya-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-lighting-rendering", 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 scenario-labs/skills --skill scenario-maya-lighting-rendering -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install scenario-labs/skills scenario-maya-lighting-rendering --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/dcc/maya/scenario-maya-lighting-rendering .cursor/skills/scenario-maya-lighting-rendering && 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 "scenario-maya-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-lighting-rendering into .cursor/skills/scenario-maya-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-lighting-rendering", 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/scenario-labs/skills.git --path skills/dcc/maya/scenario-maya-lighting-rendering--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 scenario-labs/skills --skill scenario-maya-lighting-rendering -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install scenario-labs/skills scenario-maya-lighting-rendering --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/dcc/maya/scenario-maya-lighting-rendering .gemini/skills/scenario-maya-lighting-rendering && 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 "scenario-maya-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-lighting-rendering into .gemini/skills/scenario-maya-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-lighting-rendering", 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 scenario-labs/skills scenario-maya-lighting-renderingInstalls 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 scenario-labs/skills --skill scenario-maya-lighting-rendering -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/dcc/maya/scenario-maya-lighting-rendering .github/skills/scenario-maya-lighting-rendering && 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 "scenario-maya-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-lighting-rendering into .github/skills/scenario-maya-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-lighting-rendering", 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 scenario-labs/skills --skill scenario-maya-lighting-rendering -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install scenario-labs/skills scenario-maya-lighting-rendering --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/scenario-labs/skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/dcc/maya/scenario-maya-lighting-rendering .opencode/skills/scenario-maya-lighting-rendering && 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 "scenario-maya-lighting-rendering" agent skill from https://github.com/scenario-labs/skills/tree/main/skills/dcc/maya/scenario-maya-lighting-rendering into .opencode/skills/scenario-maya-lighting-rendering/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "scenario-maya-lighting-rendering", 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.
scenario-maya-lighting-renderingA skill your agent uses when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold…
Scenario Maya Lighting Rendering is an agent skill from scenario-labs/skills. Use when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold render is noisy" or fireflies, render settings and time budgets, AOVs, light groups and EXRs for Nuke, OIDN or noice denoising, ACES or OCIO color, renders that look flat or too dark, Render Setup layers, batch or command-line renders, or judging a lit frame like a lighting supervisor.
Its SKILL.md is about 5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 8 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).
It sits in Game Development. 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.
7 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit f6f8ab7. 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.
Ships 1 file in scripts/ (Python), which the agent can run.
Shell commands in SKILL.md call:
npxFrom the folder's file list and the shell code blocks in SKILL.md.
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.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Scenario Maya Lighting Rendering loads about 5k tokens when it runs, and up to ~32k if it reads all its reference files. Until then it costs about 124 tokens; SKILL.md has 2,070 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); the scripts in this folder are not scanned.
The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,070 words, ~5,045 tokens.
.claude/skills/scenario-maya-lighting-rendering/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.Expert lighting is a story decision made measurable: know where the eye must land, shape every form with one dominant light, structure values back to front, prove it with light groups and numbers before the eye signs off. Rendering is engineering: find the noise in the AOVs before touching a sampler, deliver scene-linear EXRs whose passes rebuild the beauty, judge through a tone-mapping view. 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-maya-expert (execution channel, review loop, 2027 version traps).
Status (2026-09-24): scripts/mx_light.py is not yet run in Maya: 138 offline checks passed (python3 + numpy); the Maya layer ran only against a fake maya.cmds. Once Maya is installed: tests/code/maya-lighting-rendering/run_all.sh, then fix names from probe_lighting.json.
reflection_placement) [added], black flags give dark bands; soft means large (JHILL [00:08:26]).| Input | Changes | Default when silent |
|---|---|---|
| Deliverable: still or sequence, size, range | sampling, denoiser, budget | still; block at 320 px, preview at half size |
| Story and focal target | every gate | product: the dial or logo; character: the speaking face |
| References | light placement, values | photos of the same subject and situation in brief["references"]; the critique warns without |
| Machine | device, denoiser | macOS: CPU only, no Arnold GPU or OptiX; OIDN |
| Mood, art direction | face lit/shadow ratio, symmetry | "drama", 2 stops [added MOOD_RATIO_STOPS]; natural, asymmetric (BR-B ch6 Planet 51) |
| Continuity contract | allowed shot tweaks, one master per camera axis | conservative: exposure, transform, visibility (BR [00:37:17]) |
| Color pipeline | rendering space, view, delivery | Maya default: ACEScg, ACES view, EXR ACEScg half |
| Comp needs | AOV preset, light groups (16 max) | groups on RGBA, Z, subject mask; comp preset for a compositor |
| Render budget | settings ladder | measured on a preview, extrapolated before a final |
| DOF and motion blur | 3D or comp; what must be sharp | 3D for hair, glass, overlapping depth (BR [00:54:45]); bokeh needs small bright sources (BR [00:55:51]) |
Headless through scenario-maya-expert's mx_run.py --plugins mtoa (import mx_light as L); frame analysis runs in plain python3. Arnold RenderView is GUI only: iterate with batch renders you open.
mx_validate.validate(profile="shot") on shots; scenario-maya-lookdev's handoff_report for assets; L.cm_audit_scene(); write the brief (L.default_brief, procedures P1) with its references; read in each where the key, rims and dark bands sit. GATE: no validation fail, color audit pass, story, target and references written.L.plan_product_rig(name, bb_min, bb_max, cam_pos) or L.plan_character_rig(char, head_c, head_size, cam_pos, face_forward); L.rig_plan_checks(plan); L.apply_rig(plan). Brejon's order: practicals, key, wrap, rim, top; atmosphere from the first render (BR [00:19:46] [00:33:29]). Render on gray (with L.grey_shading(0.18), preset block), open L.light_group_sheet(exr, png). Aperture from L.dof_plan(near, far, focal) on L.view_depth_range of what must be sharp. GATE: key upstage, wrap off the lens axis, 16 groups or fewer; each light solo does its job (BR [00:25:14]); DOF plan holdable.r = L.render_shot(out, cam, masks={"subject": [root]}), rep = L.analyze_frame(png=r["png"], exr=r["exr"], brief=brief), L.write_report(rep, out). Work the findings top-down (reference, eye path, values, separation, balance, face, color). GATE: no fail; every warn fixed or kept with the reason; annotated.png, squint.png and the solo sheet judged with references/critique.md.L.compare_frames against master and neighbors; signature features (a character's rim) in every shot.pair = L.render_seed_pair(out, cam) (denoiser off), L.noise_pair(pair["a"], pair["b"]), L.next_step(...), or L.noise_loop(render_pair, settings). Fireflies go to L.FIREFLY_PLAYBOOK, not to samples. OIDN first in the chain (L.set_denoiser(first=True)), noice for sequences; OIDN forces a box filter and denoises full frames (AOV § OIDN): cut detail crops from a full frame, render the detail_loss reference with a box filter. L.extrapolate_time, L.sequence_budget, L.TIME_SINKS before cutting samples. GATE: beauty noise at the brief's target under the chosen denoiser; L.detail_loss about 0.8 or more on hero detail; time fits.L.set_light_groups(one_dict), L.setup_aovs("comp"), L.add_mask_aov, L.setup_exr_driver(); L.check_sums, L.group_contract, L.comp_recipe. Comp notes return through L.grade_to_light. GATE: groups plus default rebuild the beauty within 1%, no empty requested pass, EXR single-part, zip, half color, float Z/P/N.L.make_layer, L.export_render_setup), L.render_cmd(...) with -rst, or L.render_shot per frame; .tx pre-baked, auto-TX off, use-existing on (ARV-T [00:14:44]); L.licence_check_cmd(), then L.render_env(final=True) so an unlicensed batch aborts instead of watermarking; re-time one full frame; check exit code and files; critique; new version. GATE: frames on disk, report written, not-verified list stated.| Item | Value | Relative to, source |
|---|---|---|
| Rays per pixel | AA² x samples²: AA 3 diffuse 2 = 36; AA 6 specular 6 = 1296 | SMP § Camera (AA) |
| Global light samples | 4 on CPU; 1 or 0 when a dome or distant light dominates | SMP § Best setting |
| Adaptive | AA 3 to 4, Max AA 20, threshold 0.015 [verify 2027 default]; off in previews | SMP |
| Motion blur, DOF | AA about 12, up to 20 for strong DOF, secondaries 1 | ARV-T [00:20:29] |
| Ray depth | diffuse 1 to 2 products and exteriors, 3 to 4 interiors; specular 2 unless glass or inter-reflecting metal | ARV-T [00:05:59]; SARK [00:08:27] |
| Skydome resolution | 1k for lighting only; the HDRI width (cap 8k) when chrome or glass reflects it | ARV-T [00:07:54]; LGT § Resolution |
| DOF | aiApertureSize = radius (world units) = focal/(2N); sharp depth about c d / radius, c = frame width/1200 [added]; same framing, same depth at any focal | LGT § Aperture Size; L.dof_plan |
| Clamps | indirect 10 or more; pixel clamp 30 to 50 | BRJ-CM Ch.1 Range |
| Light AOVs | 16 max; Brejon used 9 for 30 lights | AOV; BR [01:12:25] |
| noice | strength 0.45 (0.2 texture, 0.8 GI and SSS), -ef up to 2, no -t on macOS | AOV § Arnold Denoiser |
| ACES view | scene 1.0 shows about 0.81; a bit more than 16 reaches white | MLC [00:02:13] |
| Wrap | 2x the key's size, lower; 30 deg or more off the lens axis [added threshold] | BR [00:27:59] [00:13:46] |
| Starting exposure | E = log2(pi d² target), normalized area light at distance d; 15 at 1 m in cm | [added] from LGT § Exposure, § Normalize; Arvid's 15 to 20 (ARV-L [00:03:58]) |
rig_plan_checks pass; scene_checks no fail (ambient, Samples 0, HDRI Raw under ACEScg, dome resolution, group typos, key upstage); render_settings_report answered (denoiser, TX, device); analyze_frame verdict passes; check_sums ok; cm_audit pass; the noise loop stopped for a stated reason. L.THRESHOLDS are [added]: calibrate on an approved frame.squint.png, beside its reference; annotated.png (saliency peak, clipped red, crushed blue); the solo sheet; the -5 to +5 stop bracket; sequences cut with neighbors. Judge with references/critique.md, in order.| Mistake | Looks like | Fix |
|---|---|---|
| Key measured from the camera | frontal, flat key on a turned face | plan_character_rig measures from the face axis |
| Fill from the lens axis, or an ambient light | flat faces, no core shadow | wrap front-ish off axis; delete ambient (unsupported in Arnold) |
| Rim equal to or above the key | two competing sources | rim at least 0.5 stop under the key; rim_equals_key |
| Raising AA or every sampler for noise | time explodes, noise stays | noise_pair, then one sampler; AA for alpha, blur, reflected diffuse |
| Per-light samples raised on area lights | no effect under GLS | global light samples; per-light only for dome, distant or local mode |
| Emissive geometry as the light | noise that samples cannot clean | area or mesh light (LGT) |
| Light-group typo | empty pass, no error | one dict; group_contract, check_sums |
| A light group for bounce cards or an emissive plane | empty RGBA_cards | groups live on lights; a card lands in its light's group; emission is O (emission AOV, LPE C.*O) |
| Aperture from habit ("f/11 holds a product") | half the product soft | L.dof_plan; camera nearer perpendicular to what must be sharp |
| Dome at 1k while chrome reflects a 4k HDRI | soft reflections | resolution at the HDRI width |
| HDRI or EXR left on the Raw rule under ACEScg | oversaturated, wrong lighting | linear Rec.709 input space |
| Old light values copied into 2027 | renders look dark, rig grows | re-judge exposure through the ACES view |
<asset>_lookdev_v###.ma, a passing handoff_report() JSON, the turntable sheet, sampling notes (SSS, transmission depth, detail to protect from the denoiser). From scenario-maya-animation: a shot version, rigs referenced, validate(profile="shot") clean, the approved playblast. From scenario-maya-fx and scenario-maya-groom: versioned caches with frame ranges.<shot>_<layer>_v###.####.exr (ACEScg scene-linear, single-part, zip, half color, float Z/P/N, light groups, masks); display PNGs; critique.md/json, annotated.png, solo and bracket sheets; comp_recipe JSON; the render log (seconds per frame, rays per pixel); the not-verified list. Back to scenario-maya-lookdev when a fix must change GI or reflections, or repeats across shots (BRJ-CM Ch.9).settings_lint fails a GPU device; OIDN in new scenes; no noice -t.abort_on_license_fail); mx_run sets WN25's override ARNOLD_FORCE_ABORT_ON_LICENSE_FAIL=0 so tests watermark [verify value]. Render -r arnold, never maya -render.sRGB Encoded Rec.709 (sRGB) since 2026.2; no ACES2065-1 rendering space; .tx, .hdr, .exr rules default to Raw; query names.references/expert-notes.md: depth per expert with timestamps, disagreements and deciders. Load when a decision is not covered above.references/procedures.md: blocks P0 to P13, brief to master and shot. Load before writing lighting code.references/critique.md: frame critique mapped to code checks, rubrics, severity. Load at every gate.references/gui-paths.md: menus and editors for a computer-use agent or a human.references/sources.md: sources, credentials, URLs, timestamps.scripts/mx_light.py: the toolkit; its docstring lists every call and where it runs.© 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
SKILL.md and 6 other files (scripts, references) in skills/dcc/maya/scenario-maya-lighting-rendering of scenario-labs/skills.
Open the folder on GitHubat commit f6f8ab7
Scenario Maya 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Scenario Maya Lighting Rendering this skillscenario-labs/skills | 946 | — | ~5k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.5k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
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majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
scenario-labs/skills
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scenario-labs/skills
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scenario-labs/skills
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scenario-labs/skills
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Categories
A skill your agent uses when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold…. Scenario Maya Lighting Rendering is an agent skill from scenario-labs/skills. Use when lighting or rendering in Maya with Arnold: a product hero shot, a character close-up or a sequence (master and shot lighting), key, fill and rim placement, "the Arnold render is noisy" or fireflies, render settings and time budgets, AOVs, light groups and EXRs for Nuke, OIDN or noice denoising, ACES or OCIO color, renders that look flat or too dark, Render Setup layers, batch or command-line renders, or judging a lit frame like a lighting supervisor.
Scenario Maya Lighting Rendering fits situations like: rendering in Maya with Arnold: a product hero shot; A character close-up; A sequence (master and shot lighting); fill and rim placement.
Run `npx skills add scenario-labs/skills --skill scenario-maya-lighting-rendering -a claude-code`. Or copy the skill folder (skills/dcc/maya/scenario-maya-lighting-rendering in scenario-labs/skills) into .claude/skills/scenario-maya-lighting-rendering in your project. Claude Code loads it when a task matches its description.
Run `npx skills add scenario-labs/skills --skill scenario-maya-lighting-rendering -a codex`. Or copy the skill folder (skills/dcc/maya/scenario-maya-lighting-rendering in scenario-labs/skills) into .agents/skills/scenario-maya-lighting-rendering 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 scenario-labs/skills --skill scenario-maya-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-maya-lighting-rendering, .gemini/skills/scenario-maya-lighting-rendering, .github/skills/scenario-maya-lighting-rendering and .opencode/skills/scenario-maya-lighting-rendering in your project.
Going by SKILL.md and its folder, Scenario Maya 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.
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.
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.
Scenario Maya 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.
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 27k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Scenario Maya Lighting Rendering: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
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.