reference-look-calibration — Claude Code skill: match a Blender
This skill compares a product preview against a source image using colour, brightness and mask metrics, then adjusts Blender materials, lighting and camera crop.
npx skills add RobLe3/cc-blender-skill --skill reference-look-calibration -a claude-codeWhat reference-look-calibration does
The skill runs at the final look pass, once geometry and UVs are locked. It takes reference images, product previews and fit reports, then computes measurable numbers: object and bright-mask IoU with bbox extent, hue-band mask IoU for glow and accent assets, mean and std HSV and BGR under the object mask, brightness p95 and mean, saturation mean, hue drift. scripts/look_fit_report.py does that part.
Calibration follows a fixed order: camera crop and orthographic scale first, then world and background darkness, base material hue/value/saturation, emission strength and glow colour, aura or HUD ring colour and thickness, and colour management with exposure and gamma last. The order matters because tuning lights before the silhouette matches just wastes a pass.
It drives Blender through an MCP server — code execution, scene and object summaries, viewport renders to a path, API doc search. Read ../text-to-blender/references/mcp-backends.md before the first Blender call and stay on the same backend for the whole task. Inputs are validation/multiview_fit_report*.json plus product previews; outputs are validation/look_fit_report.json, look overlays and updated material, light and render settings.
What it helps with
- compare a product preview to a reference with hard numbers
- find out why a render came out too bright or desaturated
- match glow and accent hue to the source image
- fix silhouette extent through camera crop before touching colour
- record look metrics before and after calibration
Example prompts for the agent
- run look_fit_report.py and show me where the preview drifts from the reference in brightness
- the silhouette is off — fix the orthographic camera scale, leave colour alone for now
- the glow hue is wrong, pull the emission back toward the reference
How to install reference-look-calibration
1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill reference-look-calibration -a claude-code2Manually: put the files in place
~/.claude/skills/reference-look-calibration/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/reference-look-calibration/
1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill reference-look-calibration -a codex2Manually: put the files in place
.agents/skills/reference-look-calibration/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill reference-look-calibration -a cursor2Manually: put the files in place
.cursor/skills/reference-look-calibration/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install RobLe3/cc-blender-skill reference-look-calibration2Manually: put the files in place
.github/skills/reference-look-calibration/SKILL.md1Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill reference-look-calibration -a gemini-cli2Platform CLI
gemini skills install https://github.com/RobLe3/cc-blender-skill --path plugin/skills/reference-look-calibrationManually: put the files in place
.devin/skills/reference-look-calibration/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add RobLe3/cc-blender-skill --skill reference-look-calibration -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about reference-look-calibration
How do I install reference-look-calibration in Claude?
Run npx skills add RobLe3/cc-blender-skill --skill reference-look-calibration -a claude-code. The skill lands at ~/.claude/skills/reference-look-calibration/SKILL.md.
What does reference-look-calibration do?
It compares a product render against a source image using colour, brightness, saturation and mask statistics, then adjusts Blender materials, lighting, camera crop and colour management to close the gap.
When should I run it?
After geometry and UV fit gates pass. It will not compensate for wrong shape or wrong UVs, and it will not hide mismatched geometry with bloom or overexposure.
Source text
SKILL.md · MIT
--- name: reference-look-calibration description: Calibrate Blender materials, lighting, camera crop, emission/glow, color management, and aura/HUD styling against supplied original/reference images using measurable color, brightness, saturation, bbox, and mask statistics. Use when a product must match the lighting/look of a source image or when audits say the product is too bright, desaturated, wrong hue, wrong glow, or wrong silhouette extent. allowed-tools: Read Bash Glob Grep mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info mcp__blender__get_objects_summary mcp__blender__get_object_detail_summary mcp__blender__render_viewport_to_path mcp__blender__search_api_docs mcp__blender_official__execute_blender_code mcp__blender_official__get_objects_summary mcp__blender_official__get_object_detail_summary mcp__blender_official__render_viewport_to_path mcp__blender_official__search_api_docs --- ## MCP backend Use when: Reference-based look-dev, lighting/material/color calibration, original-image visual matching, glow/aura/HUD matching, HSV/brightness/mask fit reports, final look pass after geometry and UV are locked. Before the first Blender call, read [../text-to-blender/references/mcp-backends.md](../text-to-blender/references/mcp-backends.md). Prefer official MCP for shared capabilities; preserve the selected backend for the whole task. Tool names in recipes are client/legacy examples: map them through that reference and its agent-host guide. # Reference Look Calibration This skill handles the final visual match after geometry and UVs are locked. It must not compensate for wrong shape, wrong UVs, or wrong camera framing. ## Inputs - accepted geometry / UV fit reports; - reference/original image(s); - product preview render(s); - optional mask overlays and multiview fit reports. ## Metrics Use `scripts/look_fit_report.py` to compare: - object/bright-mask IoU and bbox extent; - configured hue-band mask IoU for glow/accent assets; - mean/std HSV and BGR under object mask; - brightness p95 / mean; - saturation mean; - hue drift. ## Calibration order 1. Camera crop / orthographic scale — object extent must match before color tuning. 2. World/background darkness. 3. Base material hue/value/saturation. 4. Emission strength and glow color. 5. Aura/HUD ring color and thickness. 6. Color management / exposure / gamma. 7. Final render overlay and metrics. ## Hard rules - Do not tune lighting before geometry/UV fit gates pass. - Do not change accent/glow hue away from the source reference unless the user explicitly asks. - Do not hide mismatched geometry with bloom, fog, or overexposure. - Write look metrics before and after calibration. ## Handoff Consumes `validation/multiview_fit_report*.json` and product previews. Produces `validation/look_fit_report.json`, look overlays, and updated material/light/render settings.
© RobLe3 · MIT · RobLe3/cc-blender-skill