Agent skill

Scenario Maya Lighting Rendering

by scenario-labs in scenario-labs/skills

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…

MITAuto-check passedGame Development

Install Scenario Maya Lighting Rendering

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

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-maya-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/maya/scenario-maya-lighting-rendering .claude/skills/scenario-maya-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-maya-lighting-rendering
GitHub stars
946
Token cost
~5k tokens
SKILL.md length
2,070 words
Files
7 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Works in 7 steps: Intake.… → Plan and block. L.plan_product_rig(name,… → Shape and balance by measurement. r =… → …
  • Rendering in Maya with Arnold: a product hero shot
  • SKILL.md covers Stance (the expert delta), Establish first, Workflow and Numbers, plus 5 more sections
  • Runs Python scripts from its folder; calls npx

What it does

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.

When your agent uses it

  • Rendering in Maya with Arnold: a product hero shot
  • A character close-up
  • A sequence (master and shot lighting)
  • Fill and rim placement

Example prompts

  • “the Arnold render is noisy”
  • “/scenario-maya-lighting-rendering”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Intake. mx_validate.validate(profile="shot") on shots; scenario-maya-lookdev's handoff_report for assets; L.cm_audit_scene(); write the…
  2. Plan and block. 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)…
  3. Shape and balance by measurement. r = L.render_shot(out, cam, masks={"subject": [root]}), rep = L.analyze_frame(png=r["png"]…
  4. Master to shots (sequences). A lights-only master per camera axis, referenced into each shot, rendered out of the box first, widest shot…
  5. Noise and budget. pair = L.render_seed_pair(out, cam) (denoiser off), L.noise_pair(pair["a"], pair["b"]), L.next_step(...), or…
  6. Passes and comp handoff. L.set_light_groups(one_dict), L.setup_aovs("comp"), L.add_mask_aov, L.setup_exr_driver(); L.check_sums…
  7. Final and delivery. Render Setup layers as a template (L.make_layer, L.export_render_setup), L.render_cmd(...) with -rst, or L.render_shot…

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 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.

Always · name and description, kept in context so the agent knows when to use it
~124
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
~32k

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). 2,070 words, ~5,045 tokens.

Download SKILL.mdSave it as .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.
name
scenario-maya-lighting-rendering
description
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.
license
MIT

Lighting and rendering in Maya 2027 (Arnold)

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.

Stance (the expert delta)

  • Story and target first; brighten by darkening. "What is the story I am trying to tell?" before any button; the target may be a hand or a door, not the face by default (KT [00:16:50] [00:15:49]; TZ-C [00:10:51]). To brighten the subject, darken its surround; pushing the subject clips it (KT [00:30:31]).
  • One light stands above the others. "Too many light sources at the same intensity" is the common failure (BR-B ch6 Balance); a rim hotter than the key fails too: "small and hot" is radiance, not more energy (JHILL [00:13:47]). Arvid keeps the key strongest (ARV-L [00:06:51]); for Brejon it is the main shaping light (BR [00:23:36]). Decider: pick the key by the shape it gives, then measure ONE dominant group on the subject mask.
  • Key upstage, measured from the face axis. Light the far side of the face (BR-B ch8.5); measured from the lens axis, a turned face gets a frontal key [added test]. No light on the camera side (BR [00:13:46]); the wrap is front-ish, lower, more saturated, about twice the key's size (BR [00:26:54] [00:27:59]); never an ambient light.
  • Values back to front, counterchange behind every subject. Far blacks lifted and flat, foreground darkest and most contrasty (TZ-C [00:08:38]); light behind shadow and shadow behind light, never dark on dark (BR [00:38:56] [00:40:02]); vignette the lighting with blockers (BR-B ch6 Vignetting).
  • Reference first; on polished products the reflections are the product. Real photographs of the same subject and situation, their light placement rebuilt before judging any material (ARV-C [00:02:44] [00:36:21]); Brejon lost two days without one (BR [00:08:13]). Each softbox sits on the reflected view ray of the plane it defines (reflection_placement) [added], black flags give dark bands; soft means large (JHILL [00:08:26]).
  • Find the noisy AOV, then raise that sampler only. The wrong rays cost time and leave the noise (SMP § Removing Noise); rays per pixel = AA² x samples², so raising AA means lowering the rest (ARV-T [00:07:12]). Maya 2027 uses Global Light Sampling: one count, 4 or fewer on CPU; per-light samples only matter on dome, distant and local-mode lights (SMP § Limitations). Emission is the noisiest light (LGT § Mesh Light vs Emission).
  • 90% of the look in the beauty; grades go back into the lights. Shaping cannot be faked in comp (KT [00:45:39]); light groups answer small notes (SARK [00:11:28]); "I ALWAYS copy back the values" (BR-B ch8 Final result) as a multiplier on the light color (BR [01:03:30]).
  • Judge through the ACES view, deliver scene-linear. Without tone mapping you under-light into "a complicated rig of 50 lights" (BRJ-CM Ch.1); output transform off for EXR (CM); under ACEScg a linear HDRI is linear Rec.709, not Raw (CM § ACES Workflow).

Establish first

InputChangesDefault when silent
Deliverable: still or sequence, size, rangesampling, denoiser, budgetstill; block at 320 px, preview at half size
Story and focal targetevery gateproduct: the dial or logo; character: the speaking face
Referenceslight placement, valuesphotos of the same subject and situation in brief["references"]; the critique warns without
Machinedevice, denoisermacOS: CPU only, no Arnold GPU or OptiX; OIDN
Mood, art directionface lit/shadow ratio, symmetry"drama", 2 stops [added MOOD_RATIO_STOPS]; natural, asymmetric (BR-B ch6 Planet 51)
Continuity contractallowed shot tweaks, one master per camera axisconservative: exposure, transform, visibility (BR [00:37:17])
Color pipelinerendering space, view, deliveryMaya default: ACEScg, ACES view, EXR ACEScg half
Comp needsAOV preset, light groups (16 max)groups on RGBA, Z, subject mask; comp preset for a compositor
Render budgetsettings laddermeasured on a preview, extrapolated before a final
DOF and motion blur3D or comp; what must be sharp3D for hair, glass, overlapping depth (BR [00:54:45]); bokeh needs small bright sources (BR [00:55:51])

Workflow

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.

  1. Intake. 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.
  2. Plan and block. 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.
  3. Shape and balance by measurement. 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.
  4. Master to shots (sequences). A lights-only master per camera axis, referenced into each shot, rendered out of the box first, widest shot first; tweaks only within the contract, logged (procedures P13; BR-B ch8). GATE: L.compare_frames against master and neighbors; signature features (a character's rim) in every shot.
  5. Noise and budget. 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.
  6. Passes and comp handoff. 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.
  7. Final and delivery. Render Setup layers as a template (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.
Show full SKILL.md (876 more words)Show less

Numbers

ItemValueRelative to, source
Rays per pixelAA² x samples²: AA 3 diffuse 2 = 36; AA 6 specular 6 = 1296SMP § Camera (AA)
Global light samples4 on CPU; 1 or 0 when a dome or distant light dominatesSMP § Best setting
AdaptiveAA 3 to 4, Max AA 20, threshold 0.015 [verify 2027 default]; off in previewsSMP
Motion blur, DOFAA about 12, up to 20 for strong DOF, secondaries 1ARV-T [00:20:29]
Ray depthdiffuse 1 to 2 products and exteriors, 3 to 4 interiors; specular 2 unless glass or inter-reflecting metalARV-T [00:05:59]; SARK [00:08:27]
Skydome resolution1k for lighting only; the HDRI width (cap 8k) when chrome or glass reflects itARV-T [00:07:54]; LGT § Resolution
DOFaiApertureSize = radius (world units) = focal/(2N); sharp depth about c d / radius, c = frame width/1200 [added]; same framing, same depth at any focalLGT § Aperture Size; L.dof_plan
Clampsindirect 10 or more; pixel clamp 30 to 50BRJ-CM Ch.1 Range
Light AOVs16 max; Brejon used 9 for 30 lightsAOV; BR [01:12:25]
noicestrength 0.45 (0.2 texture, 0.8 GI and SSS), -ef up to 2, no -t on macOSAOV § Arnold Denoiser
ACES viewscene 1.0 shows about 0.81; a bit more than 16 reaches whiteMLC [00:02:13]
Wrap2x the key's size, lower; 30 deg or more off the lens axis [added threshold]BR [00:27:59] [00:13:46]
Starting exposureE = 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])

Quality gates

  • Code: 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.
  • Visual: the beauty at full size and as 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.

Common mistakes

MistakeLooks likeFix
Key measured from the camerafrontal, flat key on a turned faceplan_character_rig measures from the face axis
Fill from the lens axis, or an ambient lightflat faces, no core shadowwrap front-ish off axis; delete ambient (unsupported in Arnold)
Rim equal to or above the keytwo competing sourcesrim at least 0.5 stop under the key; rim_equals_key
Raising AA or every sampler for noisetime explodes, noise staysnoise_pair, then one sampler; AA for alpha, blur, reflected diffuse
Per-light samples raised on area lightsno effect under GLSglobal light samples; per-light only for dome, distant or local mode
Emissive geometry as the lightnoise that samples cannot cleanarea or mesh light (LGT)
Light-group typoempty pass, no errorone dict; group_contract, check_sums
A light group for bounce cards or an emissive planeempty RGBA_cardsgroups 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 softL.dof_plan; camera nearer perpendicular to what must be sharp
Dome at 1k while chrome reflects a 4k HDRIsoft reflectionsresolution at the HDRI width
HDRI or EXR left on the Raw rule under ACEScgoversaturated, wrong lightinglinear Rec.709 input space
Old light values copied into 2027renders look dark, rig growsre-judge exposure through the ACES view

Handoffs

  • Receives from scenario-maya-lookdev: <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.
  • Delivers to comp or the client: EXRs <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).

Maya 2027 notes

  • MtoA 5.6.x (Arnold 7.5, license ARNOL_2027); Arnold RenderView, since Maya IPR does not work with MtoA 5+.
  • Global Light Sampling by default, per-light sampling mode in 5.6.0; per-group indirect AOVs exclude emission (Arnold 7.3), so sums need RGBA_default and emission.
  • macOS: settings_lint fails a GPU device; OIDN in new scenes; no noice -t.
  • Batch renders abort on license failure by default (Arnold 7.3, 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.
  • OCIO v2: ACEScg, ACES view; input sRGB Encoded Rec.709 (sRGB) since 2026.2; no ACES2065-1 rendering space; .tx, .hdr, .exr rules default to Raw; query names.
  • Render Setup and legacy layers are exclusive per session; setups travel as JSON templates.

References

  • 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

Files

SKILL.md and 6 other files (scripts, references) in skills/dcc/maya/scenario-maya-lighting-rendering of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/mx_light.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

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Questions about Scenario Maya Lighting Rendering

What does Scenario Maya Lighting Rendering do?

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.

When should I use Scenario Maya Lighting Rendering?

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.

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

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.

How do I install Scenario Maya Lighting Rendering in Codex?

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.

Can I use Scenario Maya 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-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.

What does Scenario Maya Lighting Rendering need to run?

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.

Does Scenario Maya 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 Maya 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 Maya Lighting Rendering use?

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.

How many tokens does Scenario Maya 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 27k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Maya Lighting Rendering?

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.

Who maintains Scenario Maya 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.