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.
Pro scans all 2 files and shows the line behind each finding
Scanned 9/22/2026
npx -y skills add MAX-786/claude-3d-harness --skill reference-look-calibration --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Reference Look Calibration?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/max-786-reference-look-calibration)More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.
---
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.
when_to_use: 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.
allowed-tools: Read Bash Glob Grep mcp__blender__execute_blender_code mcp__blender__get_scene_info mcp__blender__get_object_info
---
# 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.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!