--- name: set-dressing description: Set dressing and environmental storytelling placement for interiors and exteriors using prop density, narrative clusters, and readability rules via MCP. license: MIT metadata: author: https://github.com/arjun988 version: "1.0.0" domain: blender role: specialist triggers: set dressing, dressing, storytelling props, interior dressing, clutter, narrative placement, set decals related-skills: prop-artist, scene-assembly, environment-artist, horror-style, qa-review --- # Set Dressing Story through placement. Controlled clutter. Readable clusters. ## When to Use - Interior/exterior dressing passes - Narrative prop clusters - Avoiding empty or overstuffed spaces - After modular layout is locked ## Workflow ``` Layout locked → Hero narrative props → Secondary clusters → Background filler → Decals/wear → Lighting check → QA ``` ## Density Rules | Zone | Density | |------|---------| | Hero interact zone | High intent, low noise | | Midground | Supporting story clusters | | Background | Sparse; silhouette only | | Traversal path | Clearance for player/camera | ## Cluster Method 1. Pick a story beat (meal abandoned, workbench used, escape rushed) 2. Place 3–7 props that sell the beat 3. Add 1–2 wear/decal cues 4. Stop — do not fill every surface ## Prop Sources - `prop-artist` for unique pieces - Kitbash / modular libraries for filler - Instance repeats; vary rotation/scale slightly ## Horror / Sparse Styles - Fewer props, more meaning - Negative space intentional - Coordinate with `horror-style` / `psx-horror-style` ## Constraints ### MUST DO - Dress after greybox navigation works - Keep player/camera paths clear - Instance repeated meshes ### MUST NOT DO - Uniform clutter wallpaper - Block doors/windows without story reason ## Reference Guide | Topic | Reference | Load When | |-------|-----------|----------| | Story Clusters | `references/story-clusters.md` | When needed | | Density Map | `references/density-map.md` | When needed |