kookaburra-lighting-authoringlisted
Install: claude install-skill michael-palmes/kookaburra-cut
# kookaburra-lighting-authoring
Lighting is per-scene AUTHORED DATA, not scene code. It lives in each scene's sidecar
(`scenes/<stem>.json`) under `lighting`, is edited through the inspector's Lighting section,
and renders through `<SceneStage>`. Scene TSX should never mount lights directly.
## Read this first: determinism cannot see an orientation bug
Verify compares run to run, so a frame that renders consistently WRONG passes cleanly. Seven
render bugs in this batch did exactly that: area lights emitting sideways out of their own
tubes, rim lights aimed backwards at the lens, housings sitting across the aperture they were
meant to back. Every one verified EQUAL.
**Any change to a lighting render path needs a frame grab.** That is what `ws:lighting-audit`
exists for: 9 scenes (env mirror, housed props, the shadow cap, one per preset) staging the
same four subjects, so only the `lighting` block varies. Re-shoot it after any lighting
render-path change:
```bash
pnpm kookaburra:run --action export --project ws:lighting-audit --aspect 16:9 --codec libx264
# then pull mid-scene frames (1000ms scenes, 60fps) and LOOK at them
```
It is deliberately not in a gate. It is the human check the gate structurally cannot perform.
Fixture design matters: subjects must be matte solids that show falloff plus one glossy solid
for reflections. A device alone is a bad test subject, because a handset is mostly its own
unlit screen texture, so a completely broken light type still looks fin