summerengine/summer/3d-lighting
Claude Code and agent skill by summerengine/summer
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Light a 3D scene: sun, omni and spot lights, WorldEnvironment, sky, shadows and ambient.
Install
npx vskill@latest install summerengine/summer/3d-lightingSKILL.md
3D Lighting for Summer Engine
Outdoor and indoor lighting setups for 3D scenes.
Light Types
| Type | Use case | |
|---|---|---|
| DirectionalLight3D | Sun, moon, outdoor primary light | |
| OmniLight3D | Point lights (lamps, torches) | |
| SpotLight3D | Flashlights, stage lights |
Basic Outdoor Setup
1. Directional Light (Sun)
A light is one node plus a few properties: build it with one summer_run_script call. Every scene tool takes a required scenePath, the exact res:// scene to change (get it from summer_get_project_context); the snippets use res://main.tscn. One property change on an existing light is one summer_set_prop.
Warm sunlight: Color(1, 0.95, 0.9, 1). Cool moonlight: Color(0.8, 0.85, 1, 1).
2. WorldEnvironment (Sky + Ambient)
The Environment resource has:
background_mode— 2 for sky, 1 for color, 3 for canvas (Environment.BG_SKY= 2,BG_COLOR= 1,BG_CANVAS= 3; default is 0,BG_CLEAR_COLOR)sky— Sky resource (ProceduralSkyMaterial or PhysicalSkyMaterial)ambient_light_source— AMBIENT_SOURCE_SKY or AMBIENT_SOURCE_COLORambient_light_colortonemap_mode
A sky is a Sky resource in environment.sky, with a ProceduralSkyMaterial (or PhysicalSkyMaterial) in its sky_material. summer_set_resource_property only sets properties on a resource that already exists, so build the node, the Environment, the Sky and its material in one script:
Later, one value on that Environment is one summer_set_resource_property (resourceProperty="environment", subProperty="background_mode").
Simpler path: start from the 3d-basic template, which already has a sky, and copy its structure.
3. Fill Light (Optional)
A second, weaker directional or omni for shadow fill:
Indoor / Point Lights
Many lamps (a street, a corridor) are a loop in the same script, not one call per lamp.
Property Reference
| Property | Type | Example | |
|---|---|---|---|
| light_energy | float | 1.0, 1.5 | |
| light_color | Color | "Color(1, 0.95, 0.9, 1)" | |
| shadow_enabled | bool | true | |
| rotation_degrees | Vector3 | "Vector3(-45, 30, 0)" | |
| position | Vector3 | "Vector3(0, 10, 0)" | |
| omni_range | float | 10 (OmniLight3D) | |
| spot_range | float | 10 (SpotLight3D) | |
| spot_angle | float | 45 (degrees, SpotLight3D) |
Color Format
Always use Color(r, g, b, a) with values 0.0–1.0:
- Warm white:
Color(1, 0.95, 0.9, 1) - Cool white:
Color(0.9, 0.95, 1, 1) - Orange (torch):
Color(1, 0.6, 0.2, 1) - Green (alien):
Color(0.5, 1, 0.5, 1)
Baked lighting — what you can and cannot do from here
Real-time lighting (everything above) is fully scriptable. Baking mostly is too on this build — the split that matters is which process runs the bake, not whether a script can trigger it.
| Approach | Callable from MCP / a script? | |
|---|---|---|
DirectionalLight3D / Omni / Spot with shadow_enabled | Yes | |
WorldEnvironment + Environment (sky, ambient, tonemap, glow, SSAO, SSR) | Yes | |
SDFGI real-time GI | Yes — Environment.sdfgi_enabled = true, no bake step at all | |
VoxelGI | Yes — VoxelGI.bake() is bound to script (ClassDB.class_has_method("VoxelGI", "bake") is true) | |
| `LightmapGI` bake | Yes, from the live editor. Summer binds LightmapGI.bake(from_node, image_data_path) to script (upstream leaves it button-only). Call it from summer_run_script. The GPU lightmapper needs a real renderer (a RenderingDevice): a normal desktop editor has one; a cloud container needs xvfb + GL (running-in-the-cloud); a pure-headless process has none and the call returns BAKE_ERROR_NO_LIGHTMAPPER. | |
| `OccluderInstance3D` occlusion bake | No. bake_single_node is not script-callable. Editor-button only. |
So when the user asks for baked lighting: add and configure the LightmapGI node, set the meshes' gi_mode, then run the bake yourself from summer_run_script — lgi.bake(lgi, "res://lightmaps/scene_lm.exr") — and check the returned bake-error enum (0 is OK; BAKE_ERROR_NO_LIGHTMAPPER means no renderer in this process, not a missing binding). Verify with a framing:"camera" screenshot, which renders the real environment. Only fall back to "press Bake Lightmaps in the editor" when no renderer is available. If they want GI with zero bake step, steer to SDFGI (Environment.sdfgi_enabled) or VoxelGI.
Note the related trap: Engine.has_singleton("EditorInterface") returns true even in a headless non-editor process, so it is not a valid capability probe. ClassDB.can_instantiate("EditorScript") returns false outside the editor and is the reliable check.
Fallback (no MCP — edit .tscn directly)
If Summer MCP isn't connected, append the lighting block to your scene file:
Then create Environment and Sky resources via the inspector or load from .tres.
Collaborative protocol
This skill mutates the scene (adds lights + WorldEnvironment + tunes Environment sub-properties). Always ask before applying: "May I add a DirectionalLight3D Sun with shadows + a WorldEnvironment with a procedural sky?".
<!-- shell-commands: generated from the operation catalog by npm run generate:registry; do not edit by hand -->
From a shell
No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
| In this skill | Command | |
|---|---|---|
summer_add_node | summer engine add-node | |
summer_get_project_context | summer engine get-project-context | |
summer_run_script | summer engine run-script | |
summer_save_scene | summer engine save-scene | |
summer_screenshot | summer engine screenshot | |
summer_set_prop | summer engine set-prop | |
summer_set_resource_property | summer engine set-resource-property |
<!-- /shell-commands -->
Security
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Source
- SKILL.md in the repositoryCheckinglibrary/skills/3d-lighting/SKILL.md
Popularity
- Repository stars
- 85
- Repository forks
- 7
- 7-day trend score
- 21
Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.
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