| name | interior-architectural-scene-planner |
| description | Plan an interior architectural visualization scene (room layout, furniture, materials, natural + artificial lighting) before any modeling or render attempt. |
interior-architectural-scene-planner
Purpose
Translate an interior arch viz intent (room / interior space planned for catalog / brand / showcase) into a structured scene plan. Distinct from environment-establishing-shot-planner (outdoor/wide) and product-hero-scene-planner (single product hero).
Quick start
- pin room type + dimensions + style
- pin furniture + props + key materials
- pin lighting (natural + artificial mix)
- pin camera angle + lens
- pin mood + time of day
- emit a structured plan + handoff to checkers
When to use
- intent is interior room / space / venue
- arch viz / catalog / brand / showcase / hospitality / residential
- before any modeling
When not to use
- outdoor establishing (use
environment-establishing-shot-planner)
- single hero product (use
product-hero-scene-planner)
- character portrait (use
character-portrait-scene-planner)
Trigger phrases
- "interior of"
- "living room scene"
- "office showcase"
- "hotel lobby"
- "kitchen showroom"
Prerequisites / readiness
- brief from
intent-to-3d-brief-writer
- room type + style known
- aspect / use case known
Input schema
Required inputs
| Input | Why it is required |
|---|
| Room type | Drives layout + furniture |
| Style era / aesthetic | Drives material + furniture choices |
| Time of day | Drives natural light direction + intensity |
| Aspect ratio | Composition rules |
Optional inputs
| Input | Use |
|---|
| Reference images / boards | Style calibration |
| Brand guidelines | Color + material + branding |
| Specific furniture brand requests | Asset sourcing |
Assumptions to confirm
- Room is realizable in a reasonable budget (asset / polycount).
- Style is consistent across architecture + furniture + props.
- Camera is locked.
Output schema
Primary output
A structured interior arch viz plan: Room (type / dims / style), Architecture (walls / floor / ceiling / windows / doors), Furniture + props, Materials (palette + key surfaces), Lighting (natural via windows + artificial fixtures + practicals), Camera (position / lens / target), Mood + time of day.
Secondary output
- asset list flagged for
blender-asset-discovery-planner
- branding / palette notes
- handoff list
Evidence / caveat output
Runtime status: Not Run | Attempted | Produced | Verified | Failed | Blocked / Not Run
Artifact status: Not Run | Not Produced | Produced | Verified | Failed
Evidence used: <links, paths, logs, or "none">
Limitations: <known gaps>
Required laws
../../laws/evidence-before-done.md
../../laws/non-blender-user-language.md
../../laws/no-arbitrary-python-interface.md
../../laws/official-runtime-only.md
Official runtime boundary
Planning skill — does not run Blender, model, or render. Hand off to discovery / quality checkers.
Operating procedure
- Read brief; pin room type + style.
- Pin architecture basics (see
references/interior-architecture-rules.md).
- Plan furniture layout + props (see
references/furniture-layout-rules.md).
- Pin material palette (per style + brand).
- Plan lighting: natural (windows + sun direction) + artificial (fixtures + practicals).
- Pin camera angle + lens (see
references/interior-camera-rules.md).
- Pin mood + time of day.
- List assets + flag for discovery.
- Emit handoff.
Decision tree
Room dimensions unrealistic for use case (e.g. 100m² home office)?
→ Warn; verify intent
Style + furniture brand mismatch (modern brief + ornate Victorian sofa)?
→ Fail; pick one
Time of day mid-day but only artificial lighting planned?
→ Warn; window light should dominate
Wide-angle 14mm in a small room?
→ Warn; distortion likely; propose 24mm + camera repositioning
Playbooks
Playbook A: Modern living room hero (16:9 catalog)
24–35mm wide; camera in corner; afternoon natural light through window; sofa + coffee table + rug as primary furniture; minimal palette; soft shadows.
Playbook B: Hospitality lobby (1:1 social)
35mm; camera centered toward focal art / reception; warm artificial lighting + minimal natural; rich materials.
Playbook C: Office showroom (wide 2.39:1)
24mm; camera elevated; mix natural + artificial; clean material palette; depth layered (foreground furniture + midground workstations + background views).
Mode handling
Text-only mode
Plan only.
Runtime-ready mode
Plan + runtime path attribution.
Blocked runtime mode
Plan only; flag what cannot be confirmed.
Validation checklist
Pass / Warn / Fail rubric
| Verdict | Criteria |
|---|
| Pass | All sections + plausible style consistency + lighting plan + assets flagged. |
| Warn | One section ambiguous (palette unclear, time of day vs lighting mismatch). |
| Fail | Style + furniture clash; impossible camera (14mm in 4m² room); lighting plan absent. |
Failure handling
- Style unclear → hand off to brief writer.
- Asset budget unknown → hand off to budget skill.
- Camera unrealistic → propose alternative.
Troubleshooting
| Problem | Response |
|---|
| Room feels empty | Add foreground prop + verify camera is in corner (not center). |
| Lighting reads flat | Mix natural + artificial; add practicals; verify HDRI not dominating. |
| Materials clash | Lock palette early per style-consistency-rules.md (character planner). |
| Wide-angle distortion ugly | Use 24–35mm; reposition camera farther. |
Best practices
- Plan natural + artificial lighting together; they form a system.
- Always provide a camera in corner (not center) for room scenes — center loses depth.
- Lock palette early (3–5 colors max).
- Treat windows as light sources, not decorations.
Good examples
- "Room: modern minimalist living room, 4×6m, ceiling 2.7m, light oak floor, white walls, large window south-facing. Architecture: floor-to-ceiling window left wall, fireplace center back. Furniture: 3-seat sofa facing fireplace, low coffee table, area rug, single armchair right. Materials: warm wood + concrete + neutral fabric. Lighting: afternoon natural through window dominant + 2 ceiling spots + 1 floor lamp. Camera: 35mm, near corner, eye-level. Mood: calm, modern, warm. Time: 15:00."
Bad examples
- "Living room scene." — no dims, style, lighting, or camera.
User-facing response template
Room: <type / dims / style / era>
Architecture: <walls / floor / ceiling / windows / doors>
Furniture + props: <list>
Material palette: <3-5 dominant>
Key surfaces: <floor / wall / counter / fabric>
Lighting: Natural: <window + sun direction + intensity> | Artificial: <fixtures + practicals> | HDRI: <if any>
Camera: <focal length> | <position> | <eye-line> | <target>
Mood + time of day: <line>
Assets to discover: <list>
Limitations: <gaps>
Next: blender-asset-discovery-planner / composition-quality-checker / lighting-quality-checker / material-quality-checker
Anti-patterns
- Center-of-room camera for hero shots (loses depth).
- Skipping window light when natural light is available.
- Mixing style eras without intent.
- Inventing room dimensions.
Cross-skill handoff
- Brief writer →
../intent-to-3d-brief-writer/SKILL.md
- Asset discovery →
../blender-asset-discovery-planner/SKILL.md
- Material validation →
../material-quality-checker/SKILL.md
- Lighting validation →
../lighting-quality-checker/SKILL.md
- Composition validation →
../composition-quality-checker/SKILL.md
Non-goals
- Model the room.
- Source furniture.
- Render.
- Run Blender.
References
references/interior-architecture-rules.md
references/furniture-layout-rules.md
references/interior-camera-rules.md
../../docs/skill-system.md