What problem does it solve? Turning a single concept image or screenshot into a 3D scene usually produces a fused point cloud, Gaussian splat, or baked texture that artists cannot edit. This Skill adapts the Lumera pipeline (arXiv:2607.20889) to SummerEngine/Godot 4 so the output is an engine-native .tscn scene with separate MeshInstance3D objects, countable parametric light nodes, and an HDR environment probe that can be moved, replaced, and re-tuned afterward. ## Core Features & Use Cases - Structured scene parsing: Defines a serializable schema for VLM-parsed object boxes (position, size, yaw) and parametric light tuples (position, color, intensity), with a repair layer for invalid sizes, duplicate IDs, and bad labels. - Engine-native assembly: Generates a text .tscn node tree (Camera3D, WorldEnvironment with HDR sky, Objects and Lights containers) that stays diffable, versionable, and editable in the editor. - Bounded dual-agent refinement loop: Implements a geometry stage then a light stage with sliding-window history, verifier feedback against the reference image, and hard round limits so the loop terminates predictably. - Use Case: Block out a level from one piece of concept art, then hand the resulting scene to artists who can move individual meshes and re-tune individual lights instead of starting from a baked render. ## Quick Start Ask the agent to reconstruct the attached reference image into an editable Godot scene with separate object meshes and tunable lights using this reconstruction pipeline.