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scenario-image-editing — Claude Code skill: setup and features

Edits existing images via Scenario MCP tool models: upscales to 4K, applies 3D LUT grades, and cuts out backgrounds. Useful for asset pipelines without prompting.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add scenario-labs/skills --skill scenario-image-editing -a claude-code
Open on GitHub

What scenario-image-editing does

The skill runs deterministic tool models via model_run without text prompts. It takes an input image and schema-defined numeric parameters, returning finished assets. Prompt generation belongs to scenario-image. This skill handles post-processing only.

Eighteen effects share this structure, including blur, glow, posterize, chromatic aberration, and 3D LUT profiles. Model settings must be checked directly against their schemas because defaults carry traps. Leaving lutStyle unset defaults to teal_orange rather than a neutral grade, and default grain warms the frame while lifting blacks.

Execution order matters across chains: reshape and upscale first, grade second, and add grain or sharpening last. High-frequency textures get smoothed away if resized afterward. Post-processing effects run at a flat 1 CU, whereas upscaling cost scales directly with output pixel dimensions.

What it helps with

  • upscale textures and artwork to 4K or 8K without text prompts
  • color grade renders using 3D LUT look packs and film emulations
  • remove text and watermarks with purpose-built utility models
  • slice sheets into game tiles using model_scenario-image-slicer
  • add film grain, vignette, and bloom to finished renders

Example prompts for the agent

  • Upscale render.png to 4K using scenario-image-editing
  • Apply a 3D LUT color grade with rec709 emulation to background.png
  • Remove the watermark from asset.png using the text remover tool

How to install scenario-image-editing

1Skills CLI (Vercel)

npx skills add scenario-labs/skills --skill scenario-image-editing -a claude-code

2Manually: put the files in place

~/.claude/skills/scenario-image-editing/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/scenario-image-editing/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about scenario-image-editing

How do I install scenario-image-editing in Claude Code?

Run npx skills add scenario-labs/skills --skill scenario-image-editing -a claude-code.

What does scenario-image-editing do?

It runs deterministic image post-processing tools in Scenario through MCP, handling upscaling, 3D LUT grading, grain, slicing, and background removal on existing files.

Why should upscaling happen before grain and sharpening?

Grain and sharpening produce high-frequency details. If resizing happens after applying texture, the interpolation algorithm blurs those fine details away.

Source text

SKILL.md · MIT
---
name: scenario-image-editing
description: "Use when editing an existing image on Scenario through MCP with a tool model, not a new generation: upscale or enhance to 2x, 4K, 8K, super resolution, 3D LUT color grade, color correction, posterize, solarize, vignette, film grain, blur, sharpen, glow, chromatic aberration, oilify, cubism, crystallize, dodge and burn, tint, desaturate, expand or uncrop, reframe an aspect ratio, resize to exact pixels, slice tiles, contact sheet, split into layers, remove a background or watermark, vectorize."
license: MIT
---

# Scenario Image Editing

## Overview

Editing an existing image is a `model_run` on a tool model: one file in, a few numeric knobs, one or
more assets out, nothing to prompt on most of them. Generating a new image, prompt-driven edits and
masked inpainting are `scenario-image`; the same effects on footage are `scenario-video-editing`;
stacking layers is `scenario-video-assembly` (Image Studio). Connection and the core loop:
`scenario`. 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.

## Quick reference

Two discovery lanes. A family is browsed with `search` (`target="models"`, `public=true`) by tag. A
single utility is a capability, so it goes to `recommend` with `capability="img2img"` and the need
in the user's own words, which names the purpose-built tool and prices it against the general
editors; when it answers a utility job with general editors only, find the tool by name with
`search` and `filters={"tags": ["tool"]}`, as the watermark row does:

| Need                             | Route                                                                                                                                                                                                         |
| -------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| The effects family               | `search`, `filters={"tags": ["Post Processing"]}` (40 hits, image and video)                                                                                                                                  |
| Upscale or enhance               | `search`, `filters={"tags": ["image-upscale"]}`                                                                                                                                                               |
| Cutouts, relight, layers, vector | `recommend`: at authoring time each lane returned its purpose-built tool ranked by measured cost and latency against the general editors, where `search` returned the same tools with nothing to rank them by |
| Watermarks, burned-in text       | `search`, `query="text remover"`, a name lookup: at authoring time `recommend` sent watermark removal to general instruction editors and missed the purpose-built Photoroom Text Remover                      |
| Tiles, sheets                    | none: `model_scenario-image-slicer`, `model_scenario-grid-maker` (fixed first-party ids, each Scenario's single deterministic tool for its job)                                                               |

Reframe ids below are authoring-time hits: re-discover them.

## The effects family

Eighteen effects share one shape, a required `image` file plus one to three knobs: blur, chromatic
aberration, color correction, crystallize, cubism, desaturate, dissolve, dodge and burn, glow and
bloom, grain, 3D color LUT, oilify, parabolize, posterize, sharpen, solarize, tint, vignette.

Ranges are per tool and unguessable. `posterizeThreshold` runs 0 to 1 (default 0.5) while Color
Correction's `temperature`, `contrast` and `saturation` run -100 to 100 with `gamma` on 0.2 to 2.2,
all from `model_schema_get`. Not every knob is a number: Grain takes a 22-value profile enum, a
color temperature and a boolean, no strength control at all. Those profiles are looks, not
intensities, and some soften instead of texturing: compare against the input rather than assuming
grain landed. Grain's `grainColorTemp` (2000 to 10000) hides a sharper trap: the 6500 default is not
neutral, and it warms the frame and lifts blacks harder than a restrained LUT pass does, so the
texture step quietly re-grades what the grade step just set. Set it deliberately and judge the
result against the graded input, not the original; which direction neutralizes it is unverified, so
compare one frame each side of 6500 before a batch. Defaults disagree too: Color Correction's are
no-ops (nothing set returns the input unchanged and still charges) where LUT and Posterize ship a
visible default.

`lutStyle` holds 140+ exact strings, one of which contains a space (`cgc_look_teal and orange`), so
copy them from the schema rather than retyping. Prefixes group them: `cgc_film_emulation_*` and
`rec709_*` emulate film stocks, `cgc_log_to_rec709_*` expects log footage and will over-contrast an
ordinary render, and the bulk of the list (`cgc_look_*`, `pond5_*`, `distant_land_*`,
`shutterstock_*`) are look packs. Five bare presets sit outside every prefix, and one of them,
`teal_orange`, is the model's default: leave `lutStyle` unset and the grade that lands is teal and
orange, not neutral.

These finish inside `model_run`, returning `status: "success"` with the assets attached, so no
`jobs_wait`. They are flat-priced: at authoring time every effect dry-ran at 1 CU whatever the input
size (Resize Image at 2), so one `dry_run` stands for the family, where an upscale's price moves
with output pixels. Chain them by passing one run's `asset_id` to the next. The pipeline order
across this skill: reshape and upscale first (see the next section), then grade, then texture. Grain
and sharpening are high-frequency effects that any later resize interpolates away, so they go last,
at delivery resolution; a LUT is resolution-tolerant and sits on either side.

## Upscaling is a model family, not a knob

Upscalers are `img2img` models, many taking no prompt at all: discover with
`filters={"tags": ["image-upscale"]}` (13 hits at authoring time). Fidelity upscalers (Topaz,
Recraft Crisp) sharpen and enlarge what exists, the pick when output must stay on-model; creative
ones (Magnific Creative, the Clarity pair) carry a creativity dial that invents detail and can
redraw fine features, so compare against the source. Sizing comes only from `model_schema_get` and
varies per model: a factor, a target resolution or megapixels, or just `image` with no dial (2x to
16x and 4K to 8K ceilings were typical, not bounds). Cost follows output pixels: `dry_run=true`,
top-level on `model_run` and never inside `parameters`, prices the exact size before a batch. An
upscale can also outrun `model_run`'s wait budget where the effects above never do: a modest one
still returns `status: "success"` inline, a larger one returns `status: "in_progress"` and a job id
for `jobs_wait`, re-called with any returned `pending_job_ids` as `job_ids`. Purpose-built variants
protect seams on tileable textures and continuity on 360 panoramas: see `scenario-textures` and
`scenario-skyboxes`.

## Expanding a canvas is four different tools

- **Reframe** (`model_scenario-gemini-reframe`): an `aspectRatio` enum plus a `resolution` tier (1K,
  2K, 4K), so exact pixels are out of reach; optional `prompt`. The enum is approximate: `4:5` came
  back 1856x2304 (29:36), so a true ratio needs a Resize Image pass after it (`fit: "cover"`, so it
  crops the sliver instead of squashing).
- **Smart Reframe** (`model_scenario-smart-reframe`): `width` and `height` are required and exact,
  and it protects on-image text, brand marks and palette. `textDensity: "DENSE"` costs substantially
  more.
- **Photoroom Expand**: exact `outputWidth` and `outputHeight` up to 4096, plus a `seed`.
- **Photoroom Uncrop**: rebuilds a subject the frame edge cut off.

Resize Image (`model_scenario-resize-image`, a fixed first-party id: Scenario's single
exact-dimension resize tool, so discovery would only re-derive it) is none of these: it scales
pixels to `width` and `height` (one alone keeps the ratio) and never invents canvas; `fit` decides
what an off-ratio box does (`contain`, the default, may land smaller than the box, `stretch`
distorts, `cover` center-crops to exact dimensions).

Both reframes recompose generatively rather than filling canvas, and at tens of times an effect's
price they are the chain's expensive step: `dry_run` them. They re-render, so reframe first and
grade after: a grade or grain pass beforehand comes back partly reinterpreted.

## Cardinality

Effects take a scalar `image`. Resize Image (`images`, max 10) and Grid Maker (`images`, max 100)
are `array: true`, where a bare id is silently dropped and the run succeeds having ignored it.

## Worked example: grade a key art, then export at size

1. `upload_asset` the file, then `upload_asset_complete` unless it went inline under ~100KB.
2. Reshape first: Resize Image to the delivery size, with `images` as an array even for the one
   file.
3. `model_schema_get` on `model_scenario-postprocessing-lut` (a fixed first-party id: Scenario's
   single deterministic LUT tool, so discovery would only re-derive it), pick a `lutStyle` from its
   enum, price it with `model_run` and `dry_run=true`, then run it with `lutIntensity` near 0.6 for
   a restrained grade.
4. Grain last, on that output, so its texture is sized for the shipping frame.
5. `asset_display` to review, `asset_download` to save.

## Common mistakes

- Reaching for an `image_edit` MCP tool, or for local ImageMagick or Pillow: the surface is
  `model_run` on tool models.
- Prompting an effect ("more posterized"): they read numbers only. Reframe and the layer extractors
  take text.
- Slicing or extracting layers before grading: both return one asset per piece, so every piece then
  needs its own run.
- Saving a traced SVG with `asset_download`: it comes back rasterized, so take the stored file from
  `asset_get`'s `url` with `curl -L`.

© scenario-labs · MIT · scenario-labs/skills

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