lookdev
v0.1.0Lighting and shading for Godot 4.7 scenes built with Blender assets. Renders a scene off-screen and measures it - exposure, clipping, key-to-fill ratio read off an 18% grey probe, albedo range, colour cast - so realism is argued from numbers and images rather than asserted. Lints Godot scenes and Blender materials for the mistakes that make 3D look like CG, applies lighting presets calibrated by measurement in both light-unit modes, compares variants side by side in both orders, and bakes procedural Blender materials into the texture layout glTF and Godot actually read.
By Paul LovyLicense: MIT0 GitHub starsUpdated last week
Directory evidence
- Runtimes
- Claude Code
- Parsed components
- 1 skill or MCP entry
- Source updated
- Sep 16, 2026
- Manifest status
- Canonical path parsed
The directory validates manifest shape and source location. It does not execute the plugin or provide a security endorsement. Review the indexing methodology →
Install lookdev for Claude Code
claude plugin marketplace add IchenDEV/agent-plugin-mkt
claude plugin marketplace update agent-plugin-marketplace
claude plugin install lookdev@agent-plugin-marketplacePaste and run these commands in a terminal with Claude Code. They add and refresh the PluginsMP catalog, then install this plugin.
The installer fetches third-party code from the source repository shown on this page. This directory validates manifest structure and source location, but does not perform a security audit; review the manifest, components, and source before installing.
Get the source manually
git clone https://github.com/wfbcargo/PaulClaudePluginsClone the source repository, then follow its setup instructions to add the plugin to a compatible client. The plugin root is plugins/lookdev/.
Plugin files
├── .claude-plugin/plugin.json└── SKILL.md
Included Skills1
Light and shade Godot 4.7 scenes so they look real, with Blender assets that survive the trip. Renders a scene off-screen and measures it (exposure, clipping, key-to-fill ratio on an 18% grey probe, albedo range, colour cast), lints scenes and Blender materials for the mistakes that make 3D look like CG, applies calibrated lighting presets (clear midday, golden hour, overcast, interior daylight, night), and bakes procedural Blender materials into textures glTF can carry. Use when lighting a scene, choosing sun/sky/exposure/GI/fog settings, judging whether a render looks realistic, fixing flat, washed-out, dark or "plasticky" results, comparing lighting variants, preparing Blender materials for export to Godot, or when an imported asset looks different in Godot than in Blender.
Plugin manifests1
{
"name": "lookdev",
"version": "0.1.0",
"description": "Lighting and shading for Godot 4.7 scenes built with Blender assets. Renders a scene off-screen and measures it - exposure, clipping, key-to-fill ratio read off an 18% grey probe, albedo range, colour cast - so realism is argued from numbers and images rather than asserted. Lints Godot scenes and Blender materials for the mistakes that make 3D look like CG, applies lighting presets calibrated by measurement in both light-unit modes, compares variants side by side in both orders, and bakes procedural Blender materials into the texture layout glTF and Godot actually read.",
"author": {
"name": "Paul Lovy",
"url": "https://paullovy.com"
},
"homepage": "https://github.com/wfbcargo/PaulClaudePlugins",
"repository": "https://github.com/wfbcargo/PaulClaudePlugins",
"license": "MIT",
"keywords": [
"godot",
"blender",
"lighting",
"shading",
"pbr",
"materials",
"baking",
"gltf",
"rendering",
"gamedev",
"3d"
]
}For maintainers
If you maintain this plugin, link to this source-backed listing from your README so users can review its manifest and indexed components.
[lookdev on Agent Plugins Marketplace](https://pluginsmp.com/plugins/lookdev)