thought
Ah, in line 163 of the script, `g_h = peak_h - height`. Wait, in the signature of `create_weathered_walls_mesh`, I have:
`create_weathered_walls_mesh(name, length=6.0, width=4.0, height=2.5)`
But I didn't pass `peak_h` into it, or did it try to use `peak_h`?
Wait! In the line `g_h = peak_h - height` in `create_weathered_walls_mesh`, yes, `peak_h` is not defined as a parameter in `create_weathered_walls_mesh`!
Ah! Let's look at the parameters of `create_weathered_walls_mesh`:
`def create_weathered_walls_mesh(name, length=6.0, width=4.0, height=2.5):`
And inside the function, I wrote:
`g_h = peak_h - height`
Yes! `peak_h` was not defined. I should add `peak_h=3.6` to the function parameters.
Let's fix that! Thank you, interpreter, for raising the error.

Let's modify `create_weathered_walls_mesh` signature to:
`def create_weathered_walls_mesh(name, length=6.0, width=4.0, height=2.5, peak_h=3.6):`

This is extremely easy to fix. Let's do it right away.
Also, we need to add:
- Support beams and rafters inside the house, so if a roof is missing sheets, the beautiful rustic skeleton structure is exposed underneath. Let's do that!
For rafters, we can add a few vertical and diagonal wooden beams.
Let's design a simple `create_rafters_mesh` or just build it directly within the main compilation.
Let's write a single unified script that generates:
1. Ground terrain.
2. A single customized weathered house function `create_house(name, pos, rot_z, length=6, width=4, wall_h=2.5, peak_h=3.6)` which uses the modular elements: walls (including gables), support beams, and corrugated metal sheets, and then joins them or groups them.
Let's make sure `create_house` operates smoothly.
Wait, let's write `create_house` and test it on a single house! Let's do that.

import bpy
import math
import random
from mathutils import Vector, Euler, Matrix

# Clear any previous test objects
for obj in list(bpy.data.objects):
    if obj.name != "Terrain":
        bpy.data.objects.remove(obj, do_unlink=True)

def create_corrugated_sheet(name, w=1.0, l=1.8, wave_h=0.025, wave_num=6):
    mesh = bpy.data.meshes.new(name)
    obj = bpy.data.objects.new(name, mesh)
    bpy.context.collection.objects.link(obj)

    verts = []
    faces = []
    steps = wave_num * 4

    for j in range(2):
        y = -l/2.0 if j == 0 else l/2.0
        for i in range(steps + 1):
            t = i / steps
            x = -w/2.0 + t * w
            z = wave_h * math.sin(t * wave_num * 2.0 * math.pi)
            verts.append((x, y, z))

    for i in range(steps):
        v1 = i
        v2 = i + 1
        v3 = v2 + (steps + 1)
        v4 = v1 + (steps + 1)
        faces.append((v1, v4, v3, v2))

    mesh.from_pydata(verts, [], faces)
    mesh.update()

    solidify = obj.modifiers.new(name="Solidify", type='SOLIDIFY')
    solidify.thickness = 0.008

    mat = bpy.data.materials.get("Rusted_Metal")
    if mat:
        obj.data.materials.append(mat)

    # Smooth shade
    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.shade_smooth()

    return obj

def create_weathered_walls_and_frame_mesh(name, length=6.0, width=4.0, height=2.5, peak_h=3.6):
    all_verts = []
    all_faces = []
    p_w = 0.22
    p_d = 0.025

    def add_box(pos, size, rot):
        v_offset = len(all_verts)
        sx, sy, sz = size[0]/2.0, size[1]/2.0, size[2]/2.0
        local_verts = [
            Vector((-sx, -sy, -sz)), Vector((sx, -sy, -sz)),
            Vector((sx, sy, -sz)), Vector((-sx, sy, -sz)),
            Vector((-sx, -sy, sz)), Vector((sx, -sy, sz)),
            Vector((sx, sy, sz)), Vector((-sx, sy, sz))
        ]
        mat = Matrix.Translation(pos) @ rot.to_matrix().to_4x4()
        for lv in local_verts:
            all_verts.append(mat @ lv)
        local_faces = [
            (0, 1, 2, 3), (4, 7, 6, 5), (0, 4, 5, 1),
            (1, 5, 6, 2), (2, 6, 7, 3), (3, 7, 4, 0)
        ]
        for lf in local_faces:
            all_faces.append((lf[0]+v_offset, lf[1]+v_offset, lf[2]+v_offset, lf[3]+v_offset))

    # --- ADD RUSTIC CORNER POSTS ---
    post_sz = 0.12
    # 4 corners
    for cx in [-length/2.0 + post_sz/2.0, length/2.0 - post_sz/2.0]:
        for cy in [-width/2.0 + post_sz/2.0, width/2.0 - post_sz/2.0]:
            # Corners are solid, slightly tilted
            add_box(Vector((cx, cy, height/2.0)),
                    (post_sz, post_sz, height),
                    Euler((random.uniform(-0.03, 0.03), random.uniform(-0.03, 0.03), 0)))

    # --- ADD RAFTERS (BEAMS UNDER THE ROOF) ---
    # Space them out along X axis
    beam_sz = 0.08
    num_rafters = 5
    slope_angle = math.atan((peak_h - height) / (width / 2.0))
    slope_len = math.sqrt((width/2.0)**2 + (peak_h - height)**2)

    for r in range(num_rafters):
        t = r / (num_rafters - 1)
        rx = -length/2.0 + t * length

        # We place a collar tie (horizontal beam)
        add_box(Vector((rx, 0, height)), (beam_sz, width * 0.9, beam_sz), Euler((0,0,0)))

        # Left rafter
        ry_left = -width/4.0
        rz_left = height + (peak_h - height)/2.0
        add_box(Vector((rx, ry_left, rz_left)), (beam_sz, beam_sz, slope_len), Euler((slope_angle, 0, 0)))

        # Right rafter
        ry_right = width/4.0
        rz_right = height + (peak_h - height)/2.0
        add_box(Vector((rx, ry_right, rz_right)), (beam_sz, beam_sz, slope_len), Euler((-slope_angle, 0, 0)))

    # --- FRONT WALL (Y = -width/2) ---
    num_steps_x = int(length / p_w)
    for i in range(num_steps_x + 1):
        x = -length/2.0 + i * p_w
        if abs(x) < 0.6:  # door opening
            continue
        if random.random() < 0.12:
            continue
        plank_h = height
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = height * random.uniform(0.1, 0.6)
            pos_offset_z = - (height - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.10, 0.10)
        pos = Vector((x + random.uniform(-0.01, 0.01), -width/2.0 + random.uniform(-0.01, 0.01), height/2.0 + pos_offset_z))
        rot = Euler((0.0, tilted_angle, random.uniform(-0.04, 0.04)))
        add_box(pos, (p_w * 0.95, p_d, plank_h), rot)

    # --- BACK WALL (Y = width/2) ---
    for i in range(num_steps_x + 1):
        x = -length/2.0 + i * p_w
        if abs(x) < 0.6 and random.random() < 0.5:
            continue
        if random.random() < 0.12:
            continue
        plank_h = height
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = height * random.uniform(0.1, 0.6)
            pos_offset_z = - (height - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.10, 0.10)
        pos = Vector((x + random.uniform(-0.01, 0.01), width/2.0 + random.uniform(-0.01, 0.01), height/2.0 + pos_offset_z))
        rot = Euler((0.0, tilted_angle, random.uniform(-0.04, 0.04)))
        add_box(pos, (p_w * 0.95, p_d, plank_h), rot)

    # --- LEFT WALL (X = -length/2) ---
    num_steps_y = int(width / p_w)
    for i in range(num_steps_y + 1):
        y = -width/2.0 + i * p_w
        if abs(y) < 0.5:  # window
            continue
        if random.random() < 0.12:
            continue
        plank_h = height
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = height * random.uniform(0.1, 0.6)
            pos_offset_z = - (height - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.10, 0.10)
        pos = Vector((-length/2.0 + random.uniform(-0.01, 0.01), y + random.uniform(-0.01, 0.01), height/2.0 + pos_offset_z))
        rot = Euler((tilted_angle, 0.0, math.pi/2.0 + random.uniform(-0.04, 0.04)))
        add_box(pos, (p_w * 0.95, p_d, plank_h), rot)

    # --- RIGHT WALL (X = length/2) ---
    for i in range(num_steps_y + 1):
        y = -width/2.0 + i * p_w
        if abs(y) < 0.5 and random.random() < 0.5:
            continue
        if random.random() < 0.12:
            continue
        plank_h = height
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = height * random.uniform(0.1, 0.6)
            pos_offset_z = - (height - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.10, 0.10)
        pos = Vector((length/2.0 + random.uniform(-0.01, 0.01), y + random.uniform(-0.01, 0.01), height/2.0 + pos_offset_z))
        rot = Euler((tilted_angle, 0.0, math.pi/2.0 + random.uniform(-0.04, 0.04)))
        add_box(pos, (p_w * 0.95, p_d, plank_h), rot)

    # --- GABLE WALL TRIANGLES ---
    p_h = 0.20
    gable_max_h = height - p_h/2.0
    g_h = peak_h - height
    for j in range(int(g_h / p_h) + 1):
        rel_h = j * p_h
        clamped_rel_h = min(rel_h, g_h)
        plank_w = (1.0 - (clamped_rel_h / g_h)) * width
        if plank_w < 0.1:
            continue
        if random.random() < 0.15:
            continue
        pos = Vector((-length/2.0, random.uniform(-0.01, 0.01), height + clamped_rel_h + p_h/2.0))
        rot = Euler((0.0, 0.0, math.pi/2.0))
        add_box(pos, (plank_w * 0.98, p_d, p_h * 0.95), rot)

    # Right gable
    for j in range(int(g_h / p_h) + 1):
        rel_h = j * p_h
        clamped_rel_h = min(rel_h, g_h)
        plank_w = (1.0 - (clamped_rel_h / g_h)) * width
        if plank_w < 0.1:
            continue
        if random.random() < 0.15:
            continue
        pos = Vector((length/2.0, random.uniform(-0.01, 0.01), height + clamped_rel_h + p_h/2.0))
        rot = Euler((0.0, 0.0, math.pi/2.0))
        add_box(pos, (plank_w * 0.98, p_d, p_h * 0.95), rot)

    # Compile unified mesh
    mesh = bpy.data.meshes.new(name)
    obj = bpy.data.objects.new(name, mesh)
    bpy.context.collection.objects.link(obj)

    vert_tuples = [v.to_tuple() for v in all_verts]
    mesh.from_pydata(vert_tuples, [], all_faces)
    mesh.update()

    mat = bpy.data.materials.get("Weathered_Wood")
    if mat:
        obj.data.materials.append(mat)

    return obj

def create_corrugated_roof(name, house_l=6.0, house_w=4.0, wall_h=2.5, peak_h=3.6):
    slope_angle = math.atan((peak_h - wall_h) / (house_w / 2.0))
    slope_len = math.sqrt((house_w/2.0)**2 + (peak_h - wall_h)**2) + 0.35

    sheet_objs = []
    s_w = 0.95
    s_l = 1.35

    for slope_side in [-1, 1]:
        rot_x = slope_side * slope_angle
        cols = int((house_l + 0.4) / (s_w * 0.85)) + 1
        rows = 2

        for r in range(rows):
            for c in range(cols):
                if random.random() < 0.22:
                    continue

                t_slope = 0.25 if r == 0 else 0.75
                dist_along_slope = t_slope * slope_len - 0.15

                local_y = slope_side * (dist_along_slope * math.cos(slope_angle))
                local_z = wall_h + dist_along_slope * math.sin(slope_angle)
                local_x = -house_l/2.0 - 0.1 + c * (s_w * 0.82)

                offset_x = random.uniform(-0.02, 0.02)
                offset_y = random.uniform(-0.02, 0.02)
                offset_z = random.uniform(-0.01, 0.01)

                rot_offset_x = 0.0
                rot_offset_y = 0.0
                rot_offset_z = 0.0

                if random.random() < 0.2:
                    offset_y += slope_side * random.uniform(0.12, 0.45)
                    offset_z -= random.uniform(0.04, 0.08)
                    rot_offset_z = random.uniform(-0.18, 0.18)
                    rot_offset_x = random.uniform(-0.04, 0.04)
                elif random.random() < 0.15:
                    rot_offset_z = random.uniform(-0.05, 0.05)

                s_name = f"Sheet_{slope_side}_{r}_{c}"
                sheet = create_corrugated_sheet(s_name, w=s_w, l=s_l)
                sheet.location = (local_x + offset_x, local_y + offset_y, local_z + offset_z)
                sheet.rotation_euler = (rot_x + rot_offset_x, rot_offset_y, rot_offset_z)

                sheet_objs.append(sheet)

    if sheet_objs:
        bpy.ops.object.select_all(action='DESELECT')
        for s in sheet_objs:
            s.select_set(True)
        bpy.context.view_layer.objects.active = sheet_objs[0]
        bpy.ops.object.join()
        joined_roof = bpy.context.view_layer.objects.active
        joined_roof.name = name
        return joined_roof
    return None

# Let's verify creating a complete house at a customized location and rotation
def assemble_and_place_house(house_id, pos, rot_z, l=6.0, w=4.0, h=2.5, ph=3.6):
    walls = create_weathered_walls_and_frame_mesh(f"Walls_{house_id}", length=l, width=w, height=h, peak_h=ph)
    roof = create_corrugated_roof(f"Roof_{house_id}", house_l=l, house_w=w, wall_h=h, peak_h=ph)

    # Bundle walls and roof together under an empty, or translate them
    bpy.ops.object.select_all(action='DESELECT')
    walls.select_set(True)
    if roof:
        roof.select_set(True)

    # Rotate & Translate
    # Rotate first
    for obj in [walls, roof]:
        if obj:
            obj.rotation_euler = (0, 0, rot_z)
            obj.location = pos

    # Print progress
    print(f"House {house_id} successfully created and placed at {pos} with rotation {rot_z}!")

# Test run
assemble_and_place_house("H1", Vector((0, 0, 0)), 0.5)

Verify house assembly code with structural beams and gables


Code executed successfully: House H1 successfully created and placed at <Vector (0.0000, 0.0000, 0.0000)> with rotation 0.5!


[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

An abandoned village slowly reclaimed by nature. Weathered houses with rusted, corroded metal roofs; overgrown foliage creeping up the walls and through broken windows; moss, grass, and vines spreading across the ground and over the rooftops. Convey age, decay, and the quiet return of the wild.

</task>

[Tool]
PolyHaven integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Poly Haven' checkbox
                            3. Restart the connection to Claude

[Tool]
Sketchfab integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Sketchfab' checkbox
                            3. Enter your Sketchfab API Key
                            4. Restart the connection to Claude

[Tool]
Hunyuan3D integration is currently disabled. To enable it:
                        1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                        2. Check the 'Use Tencent Hunyuan 3D model generation' checkbox
                        3. Restart the connection to Claude

[Assistant]
thought
The user wants an abandoned village slowly reclaimed by nature.
- Weathered houses with rusted, corroded metal roofs.
- Overgrown foliage creeping up the walls and through broken windows.
- Moss, grass, and vines spreading across the ground and over the rooftops.
- Convey age, decay, and the quiet return of the wild.

We have python code execution.
Let's see the current scene status.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant]
thought
So we have an empty scene.
To create an abandoned village reclaimed by nature:
We can write Python code to generate:
1. Terrains (hilly, with paths or ruins).
2. Houses: weathered wooden / stone houses with rusted, corroded corrugated metal roofs (or similar).
3. Foliage: Vines, moss, grass, and trees.
4. Procedural materials for:
   - Weathered stone / planks for house walls.
   - Corroded, rusted metal for roofs.
   - Moss/grass/soil ground texture.
   - Leaf/vine materials.
5. Props inside/around the houses (e.g. broken windows, structural beams falling, decayed fences).
6. Lighting: A moody, atmospheric sunset, sunrise, or overcast/misty afternoon to convey "the quiet return of the wild."
7. Camera framing to make a beautiful presentation.

Let's do this step-by-step.
First, let's write a python script to set up a terrain and some houses.
Let's see what structures we want.
We can create a couple of dilapidated cottages.
Let's design a modular or procedural approach for a weathered house:
- Base: Stone or wood walls. To make it weathered, we can have some broken parts, holes in the walls, tilted walls, and missing planks.
- Roof: A gabled roof with corrugated metal sheets. We can model corrugated sheets by creating a plane, subdividing or adding loopcuts, and displacing it with a sine wave, then duplicating and tilting / scattering them. Some panels can be hanging off, sliding down, or missing.
- Windows and Doors: Dilapidated, broken glass, frame leaning.
- Vegetation:
  - We can create some Ivy/Vines using curves or a procedural mesh branching outwards, crawling up the walls.
  - We can generate scattered grass blades and moss patches on roofs and ground. Since we can write python code, we can use vertex groups or geometry nodes, or simply instantiate/make instances of grass/moss/vines over the surfaces.
  - Let's write a python script to create the basic meshes and materials.

Let's start by creating the procedural materials, which will make the scene look great.
Materials to create:
1. **Rusted Corroded Metal (Roof)**:
   - A mix of a dark, rough orange-brown rust texture and a metallic grey steel. We can use procedural Noise Textures and ColorRamps to blend them, adding Bump for the rough texture of the rust and the corrugated pattern.
2. **Weathered Wood/Planks (Walls)**:
   - Vertical or horizontal wood planks. Noise textures stretched along one axis to create grain. Desaturated, weathered grey-brown color. Some parts broken.
3. **Overgrown Ground (Moss, grass, dirt)**:
   - A mix of dark soil, green moss, and dead leaves.
4. **Foliage (Leaves, vines)**:
   - Translucent/Subsurface green leaves with some variation.

Let's do a test script to set up the terrain and materials. Let's write a python script to build the structural geometry first.
Let's write a script that:
- Creates a ground plane with some hills using displacement or a simple mesh deformation.
- Creates 2 or 3 small weathered houses:
  - House 1: Close to the camera, partially in ruins, with one side of the roof collapsed, ivy growing inside and out.
  - House 2: A bit further back, tilted, half-buried in vegetation.
  - House 3: In the background, mostly a silhouette/ruin of walls.
- Adds path, fences, or stone ruins.

Let's write a Python script that builds the first house and terrain to see how it looks. Let's make it robust.

Wait, we can use Geometry Nodes or Python-based instantiation. Since we want beautiful results, creating nice base meshes and applying detailed materials is key.

Let's write a script to set up the basic ground and houses. I will draft the Python code carefully.

Let's define a function to create a corrugated metal sheet:
```python
def create_corrugated_sheet(name, width=1.0, length=2.0, wave_count=10, wave_height=0.03):
    # Create a grid and deform it into a sine wave
    # or create a profile and extrude it
    ...
```
Let's use a profile approach:
Create a set of vertices along X with a sine wave, then extrude along Y. This is very clean and produces perfect corrugated sheets!

Let's define a function to create a decayed house frame:
- Wall walls made of separate planks or stone blocks.
- Stone base or wooden frame. Let's make it look like a rustic stone and wood cabin.
- For stone walls, we can use a cube deformed, or a brick-like arrangement with some blocks displaced or missing. Even simpler and more effective: use a solid wall with some large broken gaps (carved out using boolean or vertex editing), and apply a highly detailed weathered stone material.
- Let's do wood plank walls: individual planks, some slightly rotated, some broken or missing. This looks incredibly weathered and "abandoned"!
We can generate vertical weathered planks.
Let's write the code for vertical wood planks.
Plank generator:
- Create separate mesh objects (or a single mesh with disconnected islands) for planks.
- For each plank, we can offset its position slightly, rotate it randomly by a tiny fraction of a degree, and sometimes make it shorter, tilted, or completely missing.

Let's write a python script that handles:
1. Materials setup (so we can assign them as we generate).
2. Ground generator (displaced grid).
3. Weathered house generator.
4. Vegetation generator (vines, ivy, grass scattered on surfaces).

Let's draft the materials.
For **Rusted Metal**:
- We want a Principled BSDF.
- Base Color: mixed between silver-grey (metal) and reddish-brown (rust) using a Noise Texture.
- Metallic: 1.0 for the metal parts, 0.0 for the rust parts (using the same or similar mask).
- Roughness: 0.2-0.4 for metal, 0.9 for rust.
- Bump: Noise texture plugged into Bump for the pitting and roughness of the rust.

For **Weathered Wood**:
- Base Color: Desaturated grey-brown, with fine noise for grain.
- Roughness: High (0.8 - 0.9).
- Bump: Fine noise stretched on Z (for vertical grain) or X.

For **Vines & Moss**:
- Base Color: Deep forest green, with some yellow-green variation.
- Subsurface scattering to make the leaves look alive.

Let's implement a script that sets up these materials first, then builds the scene. Let's run a script that creates the materials and the floor.

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Node type ShaderNodeNoiseTexture undefined

[Tool]
Code executed successfully: Blender version: (5, 1, 0)
Node types in default material:
ShaderNodeBsdfPrincipled
ShaderNodeOutputMaterial

[Assistant]
thought
Ah! Blender version 5.1.0!
Wait, in Blender 4.0+, the noise texture has changed some socket names, but `ShaderNodeNoiseTexture` should still exist.
Wait, let's see why it failed. The error message: "Node type ShaderNodeNoiseTexture undefined"
Wait, in Blender 4.0 or 5.0, let's see if the system uses `ShaderNodeTexNoise` or something else, or if the identifier is uppercase/lowercase. Actually, wait! In blender 4.0, the type is `'ShaderNodeTexNoise'` (which is the actual bl_idname for Noise Texture!).
Let's verify this using Python. Let's query the node types or search by running a small script to find the correct node name. Let's list a few node types.

[Tool]
Code executed successfully: Noise/Texture nodes:
['ShaderNodeTexBrick', 'ShaderNodeTexChecker', 'ShaderNodeTexCoord', 'ShaderNodeTexEnvironment', 'ShaderNodeTexGabor', 'ShaderNodeTexGradient', 'ShaderNodeTexIES', 'ShaderNodeTexImage', 'ShaderNodeTexMagic', 'ShaderNodeTexNoise', 'ShaderNodeTexSky', 'ShaderNodeTexVoronoi', 'ShaderNodeTexWave', 'ShaderNodeTexWhiteNoise']

[Assistant]
thought
Ah! The shader node type for Noise Texture is indeed `ShaderNodeTexNoise`.
Let's modify our code to use `ShaderNodeTexNoise`.
Also let's check `ShaderNodeMixRGB` in modern Blender (3.4+). In modern Blender, `ShaderNodeMixRGB` is deprecated in favor of `ShaderNodeMix`. But usually `ShaderNodeMix` is used. Let's see if we have `ShaderNodeMix` or `ShaderNodeMixRGB`. Let's run a query to verify what mix node is available.

[Tool] Code executed successfully: Mix nodes: ['ColorMixStrip', 'ShaderNodeMix', 'ShaderNodeMixRGB', 'ShaderNodeMixShader', 'TextureNodeMixRGB', 'VertexWeightMixModifier']

[Assistant]
thought
We have `ShaderNodeMix` as well as `ShaderNodeMixRGB`. Let's use `ShaderNodeMix` with `data_type='RGBA'` (which is standard) or simply `ShaderNodeMix` or `ShaderNodeMixRGB` (since `ShaderNodeMixRGB` is still there). Let's use simple `ShaderNodeMixRGB` to be safe, or `ShaderNodeMix` if we configure it correctly. Let's list the inputs of `ShaderNodeMixRGB` vs `ShaderNodeMix` to be sure.
Actually, let's write a python script that uses `ShaderNodeTexNoise` and `ShaderNodeMix` / `ShaderNodeMixRGB`. Since `ShaderNodeMixRGB` is available as reported, let's use it for simplicity, or we can use custom math. Let's verify `ShaderNodeMixRGB` has sockets like 'Color1' / 'Color2' or similar. Yes, standard `ShaderNodeMixRGB` has sockets `Fac`, `Color1`, and `Color2`. Let's use it!

Wait, let's create a robust python script to make the materials and ground, using `ShaderNodeTexNoise`.
Let's see if we should create:
- Rusted Metal Material (using `ShaderNodeTexNoise`, `ShaderNodeMixRGB`)
- Weathered Wood Material (using `ShaderNodeTexNoise`, `ShaderNodeMixRGB`)
- Moss / Vegetation Material
- Ground Material (using `ShaderNodeTexNoise`)

Let's do this. Let's write the updated materials builder and see if it works. Let's write code to construct the materials, then we will construct the scene geometry. Let's start with the materials.

[Tool] Code executed successfully: All materials successfully created!

[Assistant]
thought
Awesome! The materials successfully built!

Now, let's write code to create the terrain.
The terrain should have some rolling hills or small slopes, with some pathways. Let's make it look natural.
We can create a grid, subdivide it (or use a grid with many divisions), then displacement-map it with python, or deform the vertex Z coordinates using math functions like sin/cos/noise.
Wait! Let's do a vertex Z modification using some sinusoidal layers plus a small amount of random noise to create nice, realistic, natural-looking hill terrain.
Let's see: we want a grid of size 30 x 30 meters. Let's subdivide it to e.g., 60 x 60 vertices.
Let's assign the `Ground_Moss` material to it.
Let's do this and write a python script.

[Tool] Code executed successfully: Terrain constructed!

[Assistant]
thought
Excellent! The terrain is built.

Now let's build the weathered houses!
A weathered house can be built with vertical wood planks and corrugated metal roofing.
Let's design a function to place a house at a specific coordinate, with a specific rotation.
Let's see what a house should consist of:
1. **Four walls**: Let's make walls out of wooden vertical planks.
   - For a wall, we can place vertical planks next to each other.
   - Wall height: ~2.5m, width: ~4m or 3m. Let's make the house layout 4m x 3m.
   - Planks can have a small random width (e.g., 0.15m to 0.25m), thickness (e.g. 0.02m), and height (e.g., 2.5m).
   - Some planks can be missing (e.g., 15% probability), tilted, broken, or shorter to show decay.
   - We will assign the `Weathered_Wood` material to these planks.
   - To make it fast and efficient, we can merge them into a single object or keep them separate. Keeping them separate is perfectly fine and makes it very easy to work with from Python. We can join them later with `bpy.ops.object.join()` if needed.
2. **Horizontal beams** to hold the planks (structure). Some beams can be cracked or tilted.
3. **A gabled roof** made of corrugated metal sheets.
   - How to make a corrugated metal sheet?
     Let's define a function `create_corrugated_sheet(length, width, wave_height, wave_count)`.
     We can construct a grid or a profile and extrude it. Actually, creating a mesh vertex-by-vertex in Python is super clean and easy!
     Let's write a python function to generate a corrugated sheet:
     ```python
     def make_sheet_mesh(name, length=1.5, width=1.0, wave_height=0.03, wave_count=8):
         # Create a mesh representation
         # Number of segments along width: wave_count * 4
         # Number of segments along length: 2
         ...
     ```
     This is perfect. We can place these sheets on the roof structure. The roof will have two sloped sides.
     - Side 1: Some sheets missing, some sheets sliding down, completely rusted.
     - Side 2: Partially caved in.
4. **Broken windows & door frames**:
   - A wooden frame that is askew, with some broken glass or empty window frames.

Let's test this weathered house generation. Let's write the code for the weathered houses.
Wait! Let's ensure the planks align correctly for a 3D house.
To make it easy to place a house anywhere, we can:
- Build the house relative to (0,0,0) and then rotate and translate all its components.
- OR build the components while keeping track of their world transforms.
Since we want a beautiful composition, let's create a house at the origin, join its wooden parts and its roof parts, and then move/duplicate/scale them to make 2 or 3 houses. This is extremely clean and allows us to create beautiful variations!
Wait, if we join them, how does that affect materials?
Joining is perfectly fine because each component has its own assigned material, and joining preserves material slots and indices.
Let's build a function `generate_ruined_house(pos, rot_y_z=(0,0,0))` that:
1. Returns a collection or list of objects representing the house, or a joined object. Let's join everything into 3 objects per house (e.g., `House_Walls`, `House_Roof`, `House_Details`) so we can easily place them and apply physics/translations.

Let's write a python function to generate a ruined house.
Let's design it step-by-step:
To build the:
- Wall planks:
  - Width: 0.2m, Thickness: 0.02m.
  - Front/Back walls: at Y = -1.5m and Y = 1.5m, extending from X = -2.0m to X = 2.0m.
  - Left/Right walls: at X = -2.0m and X = 2.0m, extending from Y = -1.5m to Y = 1.5m.
  - To make window openings, we can skip placing planks in a certain range (e.g., X from -0.6 to 0.6, Z from 0.8 to 1.8).
  - To make door openings, skip planks in a certain range (e.g., Y from -0.5 to 0.5, Z from 0 to 2.0).
  - Let's make some planks short, some completely missing, and some slightly rotated (e.g., by 2-5 degrees around the forward or sideways axis) to look decayed and hand-made.

Let's write Python code to generate the mesh for a corrugated metal sheet. Let's test it first.
```python
def create_corrugated_sheet_mesh(name, w=1.0, l=1.8, wave_h=0.03, wave_num=6):
    # vertices: waves along X, flat along Y
    verts = []
    faces = []

    steps = wave_num * 4
    for j in range(2): # 2 rows along length (Y)
        y = -l/2.0 if j == 0 else l/2.0
        for i in range(steps + 1):
            t = i / steps
            x = -w/2.0 + t * w
            # Sine wave for height (Z)
            z = wave_h * math.sin(t * wave_num * 2.0 * math.pi)
            verts.append((x, y, z))

    # faces
    for i in range(steps):
        v1 = i
        v2 = i + 1
        v3 = v2 + (steps + 1)
        v4 = v1 + (steps + 1)
        faces.append((v1, v2, v3, v4))

    mesh = bpy.data.meshes.new(name)
    obj = bpy.data.objects.new(name, mesh)
    mesh.from_pydata(verts, [], faces)
    mesh.update()
    return obj
```
This is super simple and beautiful! Let's check it.
Wait, let's add thickness to it by extruding or using a solidify modifier, or we can just leave it as is since corrugated iron is paper thin anyway (or we can add a very small solidify modifier so it renders beautifully).
Yes, adding a tiny Solidify modifier is brilliant and ensures the edges catch the light!

Let's write a python script that defines:
- The corrugated sheet creator.
- The plank wall creator.
- The roof structure.
Let's assemble a beautiful dilapidated cottage. We will write a script to build House 1, House 2, and House 3, and place them on the terrain.
Let's draft the script. Let's verify the code for House wall generation. I will make a complete function that creates a house at a certain location. Let's write the code and run it.

[Tool] Code executed successfully: Sheet created successfully!

[Assistant]
thought
Excellent! That worked perfectly. Let's delete the `TestSheet`.
Now, let's write a robust script that generates a completely weathered cottage at the origin, with walls made of vertical planks and a gabled roof made of corrugated sheets on some rafters.
Let's see what the structure should be:
Length = 6.0m, Width = 4.0m, Height = 2.5m.
The gabled roof goes from Z = 2.5m to Z = 3.8m.
Let's define the walls:
- Front wall: parallel to X-axis, at Y = -2.0m. It has vertical planks from X = -3.0m to 3.0m.
- Back wall: parallel to X-axis, at Y = 2.0m. It has vertical planks from X = -3.0m to 3.0m.
- Left wall: parallel to Y-axis, at X = -3.0m. It has vertical planks from Y = -2.0m to 2.0m.
- Right wall: parallel to Y-axis, at X = 3.0m. It has vertical planks from Y = -2.0m to 2.0m.

To make them weathered and decayed:
We can iterate through X/Y coordinates in steps of ~0.2m (plank width).
At each step, we can decide:
- Whether to skip the plank completely (say 15% probability of missing plank).
- Whether to truncate the plank (say 10% probability, where it's broken, e.g. height is 0.5m instead of 2.5m).
- Whether to rotate the plank slightly (say tilt left/right by a random angle from -6 to 6 degrees, and offset its position slightly).
- If it's in a window or door area, we skip or truncate.
  - Front door: between X = -0.6 to 0.6. If we skip planks completely, we have a door opening!
  - Side windows: between Y = -0.5 to 0.5. We can skip/truncate planks to leave window openings.

We also want a set of structural beams.
- 4 corner posts: 10cm x 10cm timber posts.
- A couple of horizontal beams at the top (top plates) and bottom (sill plates).
- Some roof rafters (sloped beams).
- Some of these structural elements can also be broken, tilted, or hanging off!

Let's write a python script that compiles this cottage mesh beautifully.
Let's make sure the planks have some realistic box geometry. We can create them by adding cubes and rescaling them, which is very fast and robust.
Let's see: `bpy.ops.mesh.primitive_cube_add()` adds a cube of size 2.0. So we can scale it to (0.2/2, 0.025/2, h/2).
Wait, using `bpy.ops.mesh.primitive_cube_add` can be slow if done 200 times.
Is there a faster way?
Yes, we can create a single plank mesh, then duplicate it or merge its verts using python.
Even better: we can create all vertex/face data for the planks in Python and make a single combined Mesh object in one go! That will be incredibly fast, clean, and won't clutter the Blender data-block space with 100 individual plank objects. This is a very professional way to program in Blender.
Let's write a python function to generate a single weathered plank's vertices and faces, with custom transforms, and compile them into a single Mesh object!
How does it work?
If we want a plank of size (width, depth, height) at a specific relative transform (translation + rotation):
We can define the local 8 vertices of a box, then apply a translation and rotation matrix to those 8 vertices, and add them to a global list of vertices.
Then we add the 6 faces (with offset vertex indices) to a global list of faces.
This is incredibly elegant, extremely fast (fractions of a second instead of several seconds of Blender overhead), and produces a single unified object.
Let's write the code for this! Let's make sure it handles rotations and translations beautifully.

Let's write a transformation helper:
```python
def transform_point(pt, pos, rot_euler):
    # pt: (x,y,z) tuple
    # pos: (tx, ty, tz) tuple
    # rot_euler: (rx, ry, rz) tuple
    # returns transformed (x,y,z)
    ...
```
Let's implement Euler rotation mathematically in python to avoid dependencies on `mathutils` if not needed, although `mathutils` is standard in Blender and perfectly accessible.
Yes, we can use `mathutils.Matrix` and `mathutils.Euler` or `mathutils.Vector`. It's very easy!

Let's test this in Python! I will write a script to check how the weathered wall compiled mesh looks. Let's do that.

[Tool] Code executed successfully: Weathered walls created!

[Assistant]
thought
This is absolutely perfect! The weathered walls compiled extremely fast, without any lag or warning, and it's a single, very efficient mesh with all the material assignments perfectly working.

Now, let's design the roof generator.
A gabled roof consists of:
1. Two pitched roof surfaces:
   - Pitch angle: e.g. 25 degrees.
   - Let's place corrugated metal sheets along these slopes.
   - Some corrugated sheets can be displaced, sliding down, missing, or tilted.
2. Left/Right triangular gables (the triangle of the wall that goes from height to the peak of the roof).
   - Let's fill the triangular gables with horizontal or vertical planks as well to make it look professional.
   - Height at peak = 3.8m, height at walls = 2.5m. Let's make an elegant gable wall.
3. Rafters and support beams (wood beams). These support beams can stick out from under the corrugated iron, showing beautiful skeletal decay where sheets are missing!

Let's write a python function to generate the roof!
Let's see: how do we place corrugated sheets?
For a roof of length `length=6.0` and slope length `slope_l = (width/2) / cos(25 deg) + overhang = 2.0 / cos(25 deg) + 0.3 = 2.2 + 0.3 = 2.5m`.
We can place corrugated sheets of width `sheet_w = 0.9` and length `sheet_l = 1.3`.
So on each side of the roof:
- Along length (X axis, from -3.1 to 3.1): we need `num_sheets_x = int(6.2 / 0.8) + 1` (allowing some overlap).
- Along slope (Y' axis, from bottom overhang to top peak): we need `num_sheets_y = 2` (overlapping by 20cm).
- So we can place these sheets!
- For each sheet:
  - We can decide if it's missing (e.g. 20% flat chance).
  - We can decide if it's sliding down (increase Y offset, tilt slightly).
  - We can decide if it's rotated.
  - To make the sheets actual corrugated meshes, we can create multiple copies of our corrugated sheet mesh, and position/rotate them accordingly.
    Wait, can we join them at the end? Yes! Placing them as individual objects, randomizing their position/rotation, and then joining them with `bpy.ops.object.join` is incredibly fast, clean, and ensures each sheet has individual solidify modifiers, or we can apply modifiers and join. Actually, keeping them as a joined single object is awesome!
    Let's write a python function that generates all these sheets as separate objects (or a single joined roof object). Let's write a script to build this beautiful roof!

Let's specify the roof geometry logic:
- Left Slope (Y in negative region, going up to peak at Y=0):
  - Angle: +25 degrees (around X-axis)
  - Pivot position of a sheet is on the slope.
  - Let's compute the position for row 0 (bottom) and row 1 (top):
    - Peak is at Z = 3.6m. Wall top is at Z = 2.5m. Width of house is 4.0m.
    - So at Y = -2.0m, Z = 2.5m. At Y = 0m, Z = 3.6m.
    - Slope angle $\theta = \arctan((3.6 - 2.5) / 2.0) = \arctan(1.1 / 2.0) = 28.8$ degrees.
    - Let's write code that calculates the coordinates exactly based on the angles!

Let's test this in Python! I will write a comprehensive roof generator function that links gable planks and corrugated iron.

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_corrugated_sheet' is not defined

[Assistant]
thought
Ah! The second execution started a new execution session context or redefined the functions, so `create_corrugated_sheet` is not defined in the scope if we didn't include it in the same code execution.
Let's make sure our script has ALL functions defined together so there are no missing references!
Let's compile a script that contains:
1. `create_corrugated_sheet`
2. `create_weathered_walls_mesh`
3. `create_corrugated_roof`
4. A function to create gable walls.
Wait, let's also make wood support rafters!
Dilapidated rafters under the roof will look gorgeous. They are simple wood beams (long skinny bricks) spanning from wall tops to the peak. Let's make some of them.
Let's see: we want them spaced out along the length of the house.
Let's write a python function to generate rafters:
```python
def add_rafters(name, length=6.0, width=4.0, wall_h=2.5, peak_h=3.6):
    ...
```
This is a great idea. We can generate them inside the house compilation.

Let's also generate a beautiful stone foundation or random stone blocks scattered around.
Let's also write a function to generate **Vines/Ivy (overgrown foliage)**!
How can we generate vine meshes?
We can create a branch-like structure using curves or a procedural mesh of creeping vines.
Wait, a super effective and visually stunning way to generate creeping vines climbing over the roofs and walls is to generate a series of curved or straight vine stems with leaves scattered along them!
Let's write a python function `generate_ivy(target_obj_name, name_prefix, num_vines=5)`:
- We can find points on the target object (like walls or roofs).
- We can trace paths (like a random walk climbing upwards and crawling).
- For each path, we can create a nice thin Bezier curve or a cylinder chain.
- Along the curve, we can instantiate tiny green leaves (planes with the foliage material).
- This is extremely powerful, looks organic, and is incredibly satisfying for an "abandoned village Reclamation" theme!
Let's design a Python function that does exactly this:
- Take a starting position (on the ground against the wall).
- Generate a climbing path: each step goes upwards (Z increases) and snakes left/right (X or Y varies) or clings to the wall surface.
- For the roof, the vine can climb from the wall top up the slope of the roof towards the peak!
- To make a vine, we can represent it as a series of connected cylindrical or curve segments. Or, even simpler and faster to render, we can represent it as a single mesh (using the trunk/vines material) and small leaf meshes (planes) populated at the joints.
Let's write code to do this.

Let's test this logic of a cohesive, beautiful decayed house with walls, roof, rafters, gable walls, and climbing ivy. I will write a script that implements this whole house generation, and let's run it. This will be the main generator for our assets! Let's draft it.

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'peak_h' is not defined

[Assistant]
thought
Ah, in line 163 of the script, `g_h = peak_h - height`. Wait, in the signature of `create_weathered_walls_mesh`, I have:
`create_weathered_walls_mesh(name, length=6.0, width=4.0, height=2.5)`
But I didn't pass `peak_h` into it, or did it try to use `peak_h`?
Wait! In the line `g_h = peak_h - height` in `create_weathered_walls_mesh`, yes, `peak_h` is not defined as a parameter in `create_weathered_walls_mesh`!
Ah! Let's look at the parameters of `create_weathered_walls_mesh`:
`def create_weathered_walls_mesh(name, length=6.0, width=4.0, height=2.5):`
And inside the function, I wrote:
`g_h = peak_h - height`
Yes! `peak_h` was not defined. I should add `peak_h=3.6` to the function parameters.
Let's fix that! Thank you, interpreter, for raising the error.

Let's modify `create_weathered_walls_mesh` signature to:
`def create_weathered_walls_mesh(name, length=6.0, width=4.0, height=2.5, peak_h=3.6):`

This is extremely easy to fix. Let's do it right away.
Also, we need to add:
- Support beams and rafters inside the house, so if a roof is missing sheets, the beautiful rustic skeleton structure is exposed underneath. Let's do that!
For rafters, we can add a few vertical and diagonal wooden beams.
Let's design a simple `create_rafters_mesh` or just build it directly within the main compilation.
Let's write a single unified script that generates:
1. Ground terrain.
2. A single customized weathered house function `create_house(name, pos, rot_z, length=6, width=4, wall_h=2.5, peak_h=3.6)` which uses the modular elements: walls (including gables), support beams, and corrugated metal sheets, and then joins them or groups them.
Let's make sure `create_house` operates smoothly.
Wait, let's write `create_house` and test it on a single house! Let's do that.

[Tool] Code executed successfully: House H1 successfully created and placed at <Vector (0.0000, 0.0000, 0.0000)> with rotation 0.5!

Get detailed information about the current Blender scene

    Parameters:
    - user_prompt: The original user prompt that led to this tool call (required for telemetry)

User Prompt

get_scene_infoArguments

    Get detailed information about a specific object in the Blender scene.

    Parameters:
    - object_name: The name of the object to get information about
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Object Name

User Prompt

get_object_infoArguments

    Capture a screenshot of the current Blender 3D viewport.

    Parameters:
    - max_size: Maximum size in pixels for the largest dimension (default: 800)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns the screenshot as an Image.

Max Size

User Prompt

get_viewport_screenshotArguments

    Execute arbitrary Python code in Blender. Make sure to do it step-by-step by breaking it into smaller chunks.

    Parameters:
    - code: The Python code to execute
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Code

User Prompt

execute_blender_codeArguments

    Get a list of categories for a specific asset type on Polyhaven.

    Parameters:
    - asset_type: The type of asset to get categories for (hdris, textures, models, all)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

Asset Type

User Prompt

get_polyhaven_categoriesArguments

    Search for assets on Polyhaven with optional filtering.

    Parameters:
    - asset_type: Type of assets to search for (hdris, textures, models, all)
    - categories: Optional comma-separated list of categories to filter by
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a list of matching assets with basic information.

Asset Type

Categories

User Prompt

search_polyhaven_assetsArguments

    Download and import a Polyhaven asset into Blender.

    Parameters:
    - asset_id: The ID of the asset to download
    - asset_type: The type of asset (hdris, textures, models)
    - resolution: The resolution to download (e.g., 1k, 2k, 4k)
    - file_format: Optional file format (e.g., hdr, exr for HDRIs; jpg, png for textures; gltf, fbx for models)
    - user_prompt: The original user prompt that led to this tool call (for telemetry)

    Returns a message indicating success or failure.

Asset Id

Asset Type

Resolution

File Format

User Prompt

download_polyhaven_assetArguments

    Apply a previously downloaded Polyhaven texture to an object.

    Parameters:
    - object_name: Name of the object to apply the texture to
    - texture_id: ID of the Polyhaven texture to apply (must be downloaded first)

    Returns a message indicating success or failure.

Object Name

Texture Id

User Prompt

set_textureArguments

    Check if PolyHaven integration is enabled in Blender.
    Returns a message indicating whether PolyHaven features are available.

User Prompt

get_polyhaven_statusArguments

    Check if Hyper3D Rodin integration is enabled in Blender.
    Returns a message indicating whether Hyper3D Rodin features are available.

User Prompt

    Check if Sketchfab integration is enabled in Blender.
    Returns a message indicating whether Sketchfab features are available.

User Prompt

get_sketchfab_statusArguments

    Search for models on Sketchfab with optional filtering.

    Parameters:
    - query: Text to search for
    - categories: Optional comma-separated list of categories
    - count: Maximum number of results to return (default 20)
    - downloadable: Whether to include only downloadable models (default True)

    Returns a formatted list of matching models.

Query

Categories

Count

Downloadable

User Prompt

search_sketchfab_modelsArguments

    Get a preview thumbnail of a Sketchfab model by its UID.
    Use this to visually confirm a model before downloading.

    Parameters:
    - uid: The unique identifier of the Sketchfab model (obtained from search_sketchfab_models)

    Returns the model's thumbnail as an Image for visual confirmation.

Uid

User Prompt

get_sketchfab_model_previewArguments

    Download and import a Sketchfab model by its UID.
    The model will be scaled so its largest dimension equals target_size.

    Parameters:
    - uid: The unique identifier of the Sketchfab model
    - target_size: REQUIRED. The target size in Blender units/meters for the largest dimension.
                  You must specify the desired size for the model.
                  Examples:
                  - Chair: target_size=1.0 (1 meter tall)
                  - Table: target_size=0.75 (75cm tall)
                  - Car: target_size=4.5 (4.5 meters long)
                  - Person: target_size=1.7 (1.7 meters tall)
                  - Small object (cup, phone): target_size=0.1 to 0.3

    Returns a message with import details including object names, dimensions, and bounding box.
    The model must be downloadable and you must have proper access rights.

Uid

Target Size

User Prompt

download_sketchfab_modelArguments

    Generate 3D asset using Hyper3D by giving description of the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - text_prompt: A short description of the desired model in **English**.
    - bbox_condition: Optional. If given, it has to be a list of floats of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Returns a message indicating success or failure.

Text Prompt

Bbox Condition

User Prompt

    Generate 3D asset using Hyper3D by giving images of the wanted asset, and import the generated asset into Blender.
    The 3D asset has built-in materials.
    The generated model has a normalized size, so re-scaling after generation can be useful.

    Parameters:
    - input_image_paths: The **absolute** paths of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in MAIN_SITE mode.
    - input_image_urls: The URLs of input images. Even if only one image is provided, wrap it into a list. Required if Hyper3D Rodin in FAL_AI mode.
    - bbox_condition: Optional. If given, it has to be a list of ints of length 3. Controls the ratio between [Length, Width, Height] of the model.

    Only one of {input_image_paths, input_image_urls} should be given at a time, depending on the Hyper3D Rodin's current mode.
    Returns a message indicating success or failure.

Input Image Paths

Input Image Urls

Bbox Condition

User Prompt

    Check if the Hyper3D Rodin generation task is completed.

    For Hyper3D Rodin mode MAIN_SITE:
        Parameters:
        - subscription_key: The subscription_key given in the generate model step.

        Returns a list of status. The task is done if all status are "Done".
        If "Failed" showed up, the generating process failed.
        This is a polling API, so only proceed if the status are finally determined ("Done" or "Canceled").

    For Hyper3D Rodin mode FAL_AI:
        Parameters:
        - request_id: The request_id given in the generate model step.

        Returns the generation task status. The task is done if status is "COMPLETED".
        The task is in progress if status is "IN_PROGRESS".
        If status other than "COMPLETED", "IN_PROGRESS", "IN_QUEUE" showed up, the generating process might be failed.
        This is a polling API, so only proceed if the status are finally determined ("COMPLETED" or some failed state).

Subscription Key

Request Id

poll_rodin_job_statusArguments

    Import the asset generated by Hyper3D Rodin after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - task_uuid: For Hyper3D Rodin mode MAIN_SITE: The task_uuid given in the generate model step.
    - request_id: For Hyper3D Rodin mode FAL_AI: The request_id given in the generate model step.

    Only give one of {task_uuid, request_id} based on the Hyper3D Rodin Mode!
    Return if the asset has been imported successfully.

Name

Task Uuid

Request Id

import_generated_assetArguments

    Check if Hunyuan3D integration is enabled in Blender.
    Returns a message indicating whether Hunyuan3D features are available.

User Prompt

    Generate 3D asset using Hunyuan3D by providing either text description, image reference,
    or both for the desired asset, and import the asset into Blender.
    The 3D asset has built-in materials.

    Parameters:
    - text_prompt: (Optional) A short description of the desired model in English/Chinese.
    - input_image_url: (Optional) The local or remote url of the input image. Accepts None if only using text prompt.

    Returns:
    - When successful, returns a JSON with job_id (format: "job_xxx") indicating the task is in progress
    - When the job completes, the status will change to "DONE" indicating the model has been imported
    - Returns error message if the operation fails

Text Prompt

Input Image Url

User Prompt

    Check if the Hunyuan3D generation task is completed.

    For Hunyuan3D:
        Parameters:
        - job_id: The job_id given in the generate model step.

        Returns the generation task status. The task is done if status is "DONE".
        The task is in progress if status is "RUN".
        If status is "DONE", returns ResultFile3Ds, which is the generated ZIP model path
        When the status is "DONE", the response includes a field named ResultFile3Ds that contains the generated ZIP file path of the 3D model in OBJ format.
        This is a polling API, so only proceed if the status are finally determined ("DONE" or some failed state).

Job Id

poll_hunyuan_job_statusArguments

    Import the asset generated by Hunyuan3D after the generation task is completed.

    Parameters:
    - name: The name of the object in scene
    - zip_file_url: The zip_file_url given in the generate model step.

    Return if the asset has been imported successfully.

Name

Zip File Url

import_generated_asset_hunyuanArguments

[System]
You are participating in Blender-Bench, a public benchmark where AI models complete the same Blender task.

Your result will be compared head-to-head with another model. Anyone on the internet can vote, based only on the published visual outputs they can inspect: the interactive 3D scene and rendered presentation.

Complete the request as well as you can. The benchmark does not prescribe a workflow or visual style; use whichever Blender techniques you consider appropriate. Make the important requirements evident in the published result, save a complete scene, and present the work clearly in every requested output.

The final published capture is rendered by the benchmark from your saved scene using Cycles at 1536 x 1536, 64 samples, denoising enabled, and GPU acceleration when available with a CPU fallback. The saved scene is also exported to GLB with geometry, materials, the contestant camera, and supported lights for interactive inspection. Preview and validate your materials, lighting, color management, and camera composition in Cycles, and do not rely on EEVEE-only effects for the final appearance.

## Harness Instructions

You are operating Blender through the provided tools. The scene starts empty. Build what the user's prompt asks for in the current scene. Work step by step and verify your own work. Before you finish, set up a camera and lighting to frame a single, well-composed presentation image of your result — position and aim the camera, and add or adjust lights so the subject reads clearly. The final benchmark capture overrides the scene render settings and renders in Cycles at 1536x1536, 64 samples, with denoising and GPU acceleration (CPU fallback). Preview and validate materials, lighting, color management, and composition in Cycles; do not rely on EEVEE-only effects. The saved scene is also exported to GLB with geometry, materials, your camera, and supported lights for interactive inspection. When you are finished, reply with the single word DONE and no tool calls.

[User]
## Task

Complete the following Blender task:

<task>

An abandoned village slowly reclaimed by nature. Weathered houses with rusted, corroded metal roofs; overgrown foliage creeping up the walls and through broken windows; moss, grass, and vines spreading across the ground and over the rooftops. Convey age, decay, and the quiet return of the wild.

</task>

[Tool]
PolyHaven integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Poly Haven' checkbox
                            3. Restart the connection to Claude

[Tool]
Sketchfab integration is currently disabled. To enable it:
                            1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                            2. Check the 'Use assets from Sketchfab' checkbox
                            3. Enter your Sketchfab API Key
                            4. Restart the connection to Claude

[Tool]
Hunyuan3D integration is currently disabled. To enable it:
                        1. In the 3D Viewport, find the BlenderMCP panel in the sidebar (press N if hidden)
                        2. Check the 'Use Tencent Hunyuan 3D model generation' checkbox
                        3. Restart the connection to Claude

[Assistant]
thought
The user wants an abandoned village slowly reclaimed by nature.
- Weathered houses with rusted, corroded metal roofs.
- Overgrown foliage creeping up the walls and through broken windows.
- Moss, grass, and vines spreading across the ground and over the rooftops.
- Convey age, decay, and the quiet return of the wild.

We have python code execution.
Let's see the current scene status.

[Tool]
{
  "name": "Scene",
  "object_count": 0,
  "objects": [],
  "materials_count": 2
}

[Assistant]
thought
So we have an empty scene.
To create an abandoned village reclaimed by nature:
We can write Python code to generate:
1. Terrains (hilly, with paths or ruins).
2. Houses: weathered wooden / stone houses with rusted, corroded corrugated metal roofs (or similar).
3. Foliage: Vines, moss, grass, and trees.
4. Procedural materials for:
   - Weathered stone / planks for house walls.
   - Corroded, rusted metal for roofs.
   - Moss/grass/soil ground texture.
   - Leaf/vine materials.
5. Props inside/around the houses (e.g. broken windows, structural beams falling, decayed fences).
6. Lighting: A moody, atmospheric sunset, sunrise, or overcast/misty afternoon to convey "the quiet return of the wild."
7. Camera framing to make a beautiful presentation.

Let's do this step-by-step.
First, let's write a python script to set up a terrain and some houses.
Let's see what structures we want.
We can create a couple of dilapidated cottages.
Let's design a modular or procedural approach for a weathered house:
- Base: Stone or wood walls. To make it weathered, we can have some broken parts, holes in the walls, tilted walls, and missing planks.
- Roof: A gabled roof with corrugated metal sheets. We can model corrugated sheets by creating a plane, subdividing or adding loopcuts, and displacing it with a sine wave, then duplicating and tilting / scattering them. Some panels can be hanging off, sliding down, or missing.
- Windows and Doors: Dilapidated, broken glass, frame leaning.
- Vegetation:
  - We can create some Ivy/Vines using curves or a procedural mesh branching outwards, crawling up the walls.
  - We can generate scattered grass blades and moss patches on roofs and ground. Since we can write python code, we can use vertex groups or geometry nodes, or simply instantiate/make instances of grass/moss/vines over the surfaces.
  - Let's write a python script to create the basic meshes and materials.

Let's start by creating the procedural materials, which will make the scene look great.
Materials to create:
1. **Rusted Corroded Metal (Roof)**:
   - A mix of a dark, rough orange-brown rust texture and a metallic grey steel. We can use procedural Noise Textures and ColorRamps to blend them, adding Bump for the rough texture of the rust and the corrugated pattern.
2. **Weathered Wood/Planks (Walls)**:
   - Vertical or horizontal wood planks. Noise textures stretched along one axis to create grain. Desaturated, weathered grey-brown color. Some parts broken.
3. **Overgrown Ground (Moss, grass, dirt)**:
   - A mix of dark soil, green moss, and dead leaves.
4. **Foliage (Leaves, vines)**:
   - Translucent/Subsurface green leaves with some variation.

Let's do a test script to set up the terrain and materials. Let's write a python script to build the structural geometry first.
Let's write a script that:
- Creates a ground plane with some hills using displacement or a simple mesh deformation.
- Creates 2 or 3 small weathered houses:
  - House 1: Close to the camera, partially in ruins, with one side of the roof collapsed, ivy growing inside and out.
  - House 2: A bit further back, tilted, half-buried in vegetation.
  - House 3: In the background, mostly a silhouette/ruin of walls.
- Adds path, fences, or stone ruins.

Let's write a Python script that builds the first house and terrain to see how it looks. Let's make it robust.

Wait, we can use Geometry Nodes or Python-based instantiation. Since we want beautiful results, creating nice base meshes and applying detailed materials is key.

Let's write a script to set up the basic ground and houses. I will draft the Python code carefully.

Let's define a function to create a corrugated metal sheet:
```python
def create_corrugated_sheet(name, width=1.0, length=2.0, wave_count=10, wave_height=0.03):
    # Create a grid and deform it into a sine wave
    # or create a profile and extrude it
    ...
```
Let's use a profile approach:
Create a set of vertices along X with a sine wave, then extrude along Y. This is very clean and produces perfect corrugated sheets!

Let's define a function to create a decayed house frame:
- Wall walls made of separate planks or stone blocks.
- Stone base or wooden frame. Let's make it look like a rustic stone and wood cabin.
- For stone walls, we can use a cube deformed, or a brick-like arrangement with some blocks displaced or missing. Even simpler and more effective: use a solid wall with some large broken gaps (carved out using boolean or vertex editing), and apply a highly detailed weathered stone material.
- Let's do wood plank walls: individual planks, some slightly rotated, some broken or missing. This looks incredibly weathered and "abandoned"!
We can generate vertical weathered planks.
Let's write the code for vertical wood planks.
Plank generator:
- Create separate mesh objects (or a single mesh with disconnected islands) for planks.
- For each plank, we can offset its position slightly, rotate it randomly by a tiny fraction of a degree, and sometimes make it shorter, tilted, or completely missing.

Let's write a python script that handles:
1. Materials setup (so we can assign them as we generate).
2. Ground generator (displaced grid).
3. Weathered house generator.
4. Vegetation generator (vines, ivy, grass scattered on surfaces).

Let's draft the materials.
For **Rusted Metal**:
- We want a Principled BSDF.
- Base Color: mixed between silver-grey (metal) and reddish-brown (rust) using a Noise Texture.
- Metallic: 1.0 for the metal parts, 0.0 for the rust parts (using the same or similar mask).
- Roughness: 0.2-0.4 for metal, 0.9 for rust.
- Bump: Noise texture plugged into Bump for the pitting and roughness of the rust.

For **Weathered Wood**:
- Base Color: Desaturated grey-brown, with fine noise for grain.
- Roughness: High (0.8 - 0.9).
- Bump: Fine noise stretched on Z (for vertical grain) or X.

For **Vines & Moss**:
- Base Color: Deep forest green, with some yellow-green variation.
- Subsurface scattering to make the leaves look alive.

Let's implement a script that sets up these materials first, then builds the scene. Let's run a script that creates the materials and the floor.

[Tool] Error executing code: Communication error with Blender: Code execution error: Error: Node type ShaderNodeNoiseTexture undefined

[Tool]
Code executed successfully: Blender version: (5, 1, 0)
Node types in default material:
ShaderNodeBsdfPrincipled
ShaderNodeOutputMaterial

[Assistant]
thought
Ah! Blender version 5.1.0!
Wait, in Blender 4.0+, the noise texture has changed some socket names, but `ShaderNodeNoiseTexture` should still exist.
Wait, let's see why it failed. The error message: "Node type ShaderNodeNoiseTexture undefined"
Wait, in Blender 4.0 or 5.0, let's see if the system uses `ShaderNodeTexNoise` or something else, or if the identifier is uppercase/lowercase. Actually, wait! In blender 4.0, the type is `'ShaderNodeTexNoise'` (which is the actual bl_idname for Noise Texture!).
Let's verify this using Python. Let's query the node types or search by running a small script to find the correct node name. Let's list a few node types.

[Tool]
Code executed successfully: Noise/Texture nodes:
['ShaderNodeTexBrick', 'ShaderNodeTexChecker', 'ShaderNodeTexCoord', 'ShaderNodeTexEnvironment', 'ShaderNodeTexGabor', 'ShaderNodeTexGradient', 'ShaderNodeTexIES', 'ShaderNodeTexImage', 'ShaderNodeTexMagic', 'ShaderNodeTexNoise', 'ShaderNodeTexSky', 'ShaderNodeTexVoronoi', 'ShaderNodeTexWave', 'ShaderNodeTexWhiteNoise']

[Assistant]
thought
Ah! The shader node type for Noise Texture is indeed `ShaderNodeTexNoise`.
Let's modify our code to use `ShaderNodeTexNoise`.
Also let's check `ShaderNodeMixRGB` in modern Blender (3.4+). In modern Blender, `ShaderNodeMixRGB` is deprecated in favor of `ShaderNodeMix`. But usually `ShaderNodeMix` is used. Let's see if we have `ShaderNodeMix` or `ShaderNodeMixRGB`. Let's run a query to verify what mix node is available.

[Tool] Code executed successfully: Mix nodes: ['ColorMixStrip', 'ShaderNodeMix', 'ShaderNodeMixRGB', 'ShaderNodeMixShader', 'TextureNodeMixRGB', 'VertexWeightMixModifier']

[Assistant]
thought
We have `ShaderNodeMix` as well as `ShaderNodeMixRGB`. Let's use `ShaderNodeMix` with `data_type='RGBA'` (which is standard) or simply `ShaderNodeMix` or `ShaderNodeMixRGB` (since `ShaderNodeMixRGB` is still there). Let's use simple `ShaderNodeMixRGB` to be safe, or `ShaderNodeMix` if we configure it correctly. Let's list the inputs of `ShaderNodeMixRGB` vs `ShaderNodeMix` to be sure.
Actually, let's write a python script that uses `ShaderNodeTexNoise` and `ShaderNodeMix` / `ShaderNodeMixRGB`. Since `ShaderNodeMixRGB` is available as reported, let's use it for simplicity, or we can use custom math. Let's verify `ShaderNodeMixRGB` has sockets like 'Color1' / 'Color2' or similar. Yes, standard `ShaderNodeMixRGB` has sockets `Fac`, `Color1`, and `Color2`. Let's use it!

Wait, let's create a robust python script to make the materials and ground, using `ShaderNodeTexNoise`.
Let's see if we should create:
- Rusted Metal Material (using `ShaderNodeTexNoise`, `ShaderNodeMixRGB`)
- Weathered Wood Material (using `ShaderNodeTexNoise`, `ShaderNodeMixRGB`)
- Moss / Vegetation Material
- Ground Material (using `ShaderNodeTexNoise`)

Let's do this. Let's write the updated materials builder and see if it works. Let's write code to construct the materials, then we will construct the scene geometry. Let's start with the materials.

[Tool] Code executed successfully: All materials successfully created!

[Assistant]
thought
Awesome! The materials successfully built!

Now, let's write code to create the terrain.
The terrain should have some rolling hills or small slopes, with some pathways. Let's make it look natural.
We can create a grid, subdivide it (or use a grid with many divisions), then displacement-map it with python, or deform the vertex Z coordinates using math functions like sin/cos/noise.
Wait! Let's do a vertex Z modification using some sinusoidal layers plus a small amount of random noise to create nice, realistic, natural-looking hill terrain.
Let's see: we want a grid of size 30 x 30 meters. Let's subdivide it to e.g., 60 x 60 vertices.
Let's assign the `Ground_Moss` material to it.
Let's do this and write a python script.

[Tool] Code executed successfully: Terrain constructed!

[Assistant]
thought
Excellent! The terrain is built.

Now let's build the weathered houses!
A weathered house can be built with vertical wood planks and corrugated metal roofing.
Let's design a function to place a house at a specific coordinate, with a specific rotation.
Let's see what a house should consist of:
1. **Four walls**: Let's make walls out of wooden vertical planks.
   - For a wall, we can place vertical planks next to each other.
   - Wall height: ~2.5m, width: ~4m or 3m. Let's make the house layout 4m x 3m.
   - Planks can have a small random width (e.g., 0.15m to 0.25m), thickness (e.g. 0.02m), and height (e.g., 2.5m).
   - Some planks can be missing (e.g., 15% probability), tilted, broken, or shorter to show decay.
   - We will assign the `Weathered_Wood` material to these planks.
   - To make it fast and efficient, we can merge them into a single object or keep them separate. Keeping them separate is perfectly fine and makes it very easy to work with from Python. We can join them later with `bpy.ops.object.join()` if needed.
2. **Horizontal beams** to hold the planks (structure). Some beams can be cracked or tilted.
3. **A gabled roof** made of corrugated metal sheets.
   - How to make a corrugated metal sheet?
     Let's define a function `create_corrugated_sheet(length, width, wave_height, wave_count)`.
     We can construct a grid or a profile and extrude it. Actually, creating a mesh vertex-by-vertex in Python is super clean and easy!
     Let's write a python function to generate a corrugated sheet:
     ```python
     def make_sheet_mesh(name, length=1.5, width=1.0, wave_height=0.03, wave_count=8):
         # Create a mesh representation
         # Number of segments along width: wave_count * 4
         # Number of segments along length: 2
         ...
     ```
     This is perfect. We can place these sheets on the roof structure. The roof will have two sloped sides.
     - Side 1: Some sheets missing, some sheets sliding down, completely rusted.
     - Side 2: Partially caved in.
4. **Broken windows & door frames**:
   - A wooden frame that is askew, with some broken glass or empty window frames.

Let's test this weathered house generation. Let's write the code for the weathered houses.
Wait! Let's ensure the planks align correctly for a 3D house.
To make it easy to place a house anywhere, we can:
- Build the house relative to (0,0,0) and then rotate and translate all its components.
- OR build the components while keeping track of their world transforms.
Since we want a beautiful composition, let's create a house at the origin, join its wooden parts and its roof parts, and then move/duplicate/scale them to make 2 or 3 houses. This is extremely clean and allows us to create beautiful variations!
Wait, if we join them, how does that affect materials?
Joining is perfectly fine because each component has its own assigned material, and joining preserves material slots and indices.
Let's build a function `generate_ruined_house(pos, rot_y_z=(0,0,0))` that:
1. Returns a collection or list of objects representing the house, or a joined object. Let's join everything into 3 objects per house (e.g., `House_Walls`, `House_Roof`, `House_Details`) so we can easily place them and apply physics/translations.

Let's write a python function to generate a ruined house.
Let's design it step-by-step:
To build the:
- Wall planks:
  - Width: 0.2m, Thickness: 0.02m.
  - Front/Back walls: at Y = -1.5m and Y = 1.5m, extending from X = -2.0m to X = 2.0m.
  - Left/Right walls: at X = -2.0m and X = 2.0m, extending from Y = -1.5m to Y = 1.5m.
  - To make window openings, we can skip placing planks in a certain range (e.g., X from -0.6 to 0.6, Z from 0.8 to 1.8).
  - To make door openings, skip planks in a certain range (e.g., Y from -0.5 to 0.5, Z from 0 to 2.0).
  - Let's make some planks short, some completely missing, and some slightly rotated (e.g., by 2-5 degrees around the forward or sideways axis) to look decayed and hand-made.

Let's write Python code to generate the mesh for a corrugated metal sheet. Let's test it first.
```python
def create_corrugated_sheet_mesh(name, w=1.0, l=1.8, wave_h=0.03, wave_num=6):
    # vertices: waves along X, flat along Y
    verts = []
    faces = []

    steps = wave_num * 4
    for j in range(2): # 2 rows along length (Y)
        y = -l/2.0 if j == 0 else l/2.0
        for i in range(steps + 1):
            t = i / steps
            x = -w/2.0 + t * w
            # Sine wave for height (Z)
            z = wave_h * math.sin(t * wave_num * 2.0 * math.pi)
            verts.append((x, y, z))

    # faces
    for i in range(steps):
        v1 = i
        v2 = i + 1
        v3 = v2 + (steps + 1)
        v4 = v1 + (steps + 1)
        faces.append((v1, v2, v3, v4))

    mesh = bpy.data.meshes.new(name)
    obj = bpy.data.objects.new(name, mesh)
    mesh.from_pydata(verts, [], faces)
    mesh.update()
    return obj
```
This is super simple and beautiful! Let's check it.
Wait, let's add thickness to it by extruding or using a solidify modifier, or we can just leave it as is since corrugated iron is paper thin anyway (or we can add a very small solidify modifier so it renders beautifully).
Yes, adding a tiny Solidify modifier is brilliant and ensures the edges catch the light!

Let's write a python script that defines:
- The corrugated sheet creator.
- The plank wall creator.
- The roof structure.
Let's assemble a beautiful dilapidated cottage. We will write a script to build House 1, House 2, and House 3, and place them on the terrain.
Let's draft the script. Let's verify the code for House wall generation. I will make a complete function that creates a house at a certain location. Let's write the code and run it.

[Tool] Code executed successfully: Sheet created successfully!

[Assistant]
thought
Excellent! That worked perfectly. Let's delete the `TestSheet`.
Now, let's write a robust script that generates a completely weathered cottage at the origin, with walls made of vertical planks and a gabled roof made of corrugated sheets on some rafters.
Let's see what the structure should be:
Length = 6.0m, Width = 4.0m, Height = 2.5m.
The gabled roof goes from Z = 2.5m to Z = 3.8m.
Let's define the walls:
- Front wall: parallel to X-axis, at Y = -2.0m. It has vertical planks from X = -3.0m to 3.0m.
- Back wall: parallel to X-axis, at Y = 2.0m. It has vertical planks from X = -3.0m to 3.0m.
- Left wall: parallel to Y-axis, at X = -3.0m. It has vertical planks from Y = -2.0m to 2.0m.
- Right wall: parallel to Y-axis, at X = 3.0m. It has vertical planks from Y = -2.0m to 2.0m.

To make them weathered and decayed:
We can iterate through X/Y coordinates in steps of ~0.2m (plank width).
At each step, we can decide:
- Whether to skip the plank completely (say 15% probability of missing plank).
- Whether to truncate the plank (say 10% probability, where it's broken, e.g. height is 0.5m instead of 2.5m).
- Whether to rotate the plank slightly (say tilt left/right by a random angle from -6 to 6 degrees, and offset its position slightly).
- If it's in a window or door area, we skip or truncate.
  - Front door: between X = -0.6 to 0.6. If we skip planks completely, we have a door opening!
  - Side windows: between Y = -0.5 to 0.5. We can skip/truncate planks to leave window openings.

We also want a set of structural beams.
- 4 corner posts: 10cm x 10cm timber posts.
- A couple of horizontal beams at the top (top plates) and bottom (sill plates).
- Some roof rafters (sloped beams).
- Some of these structural elements can also be broken, tilted, or hanging off!

Let's write a python script that compiles this cottage mesh beautifully.
Let's make sure the planks have some realistic box geometry. We can create them by adding cubes and rescaling them, which is very fast and robust.
Let's see: `bpy.ops.mesh.primitive_cube_add()` adds a cube of size 2.0. So we can scale it to (0.2/2, 0.025/2, h/2).
Wait, using `bpy.ops.mesh.primitive_cube_add` can be slow if done 200 times.
Is there a faster way?
Yes, we can create a single plank mesh, then duplicate it or merge its verts using python.
Even better: we can create all vertex/face data for the planks in Python and make a single combined Mesh object in one go! That will be incredibly fast, clean, and won't clutter the Blender data-block space with 100 individual plank objects. This is a very professional way to program in Blender.
Let's write a python function to generate a single weathered plank's vertices and faces, with custom transforms, and compile them into a single Mesh object!
How does it work?
If we want a plank of size (width, depth, height) at a specific relative transform (translation + rotation):
We can define the local 8 vertices of a box, then apply a translation and rotation matrix to those 8 vertices, and add them to a global list of vertices.
Then we add the 6 faces (with offset vertex indices) to a global list of faces.
This is incredibly elegant, extremely fast (fractions of a second instead of several seconds of Blender overhead), and produces a single unified object.
Let's write the code for this! Let's make sure it handles rotations and translations beautifully.

Let's write a transformation helper:
```python
def transform_point(pt, pos, rot_euler):
    # pt: (x,y,z) tuple
    # pos: (tx, ty, tz) tuple
    # rot_euler: (rx, ry, rz) tuple
    # returns transformed (x,y,z)
    ...
```
Let's implement Euler rotation mathematically in python to avoid dependencies on `mathutils` if not needed, although `mathutils` is standard in Blender and perfectly accessible.
Yes, we can use `mathutils.Matrix` and `mathutils.Euler` or `mathutils.Vector`. It's very easy!

Let's test this in Python! I will write a script to check how the weathered wall compiled mesh looks. Let's do that.

[Tool] Code executed successfully: Weathered walls created!

[Assistant]
thought
This is absolutely perfect! The weathered walls compiled extremely fast, without any lag or warning, and it's a single, very efficient mesh with all the material assignments perfectly working.

Now, let's design the roof generator.
A gabled roof consists of:
1. Two pitched roof surfaces:
   - Pitch angle: e.g. 25 degrees.
   - Let's place corrugated metal sheets along these slopes.
   - Some corrugated sheets can be displaced, sliding down, missing, or tilted.
2. Left/Right triangular gables (the triangle of the wall that goes from height to the peak of the roof).
   - Let's fill the triangular gables with horizontal or vertical planks as well to make it look professional.
   - Height at peak = 3.8m, height at walls = 2.5m. Let's make an elegant gable wall.
3. Rafters and support beams (wood beams). These support beams can stick out from under the corrugated iron, showing beautiful skeletal decay where sheets are missing!

Let's write a python function to generate the roof!
Let's see: how do we place corrugated sheets?
For a roof of length `length=6.0` and slope length `slope_l = (width/2) / cos(25 deg) + overhang = 2.0 / cos(25 deg) + 0.3 = 2.2 + 0.3 = 2.5m`.
We can place corrugated sheets of width `sheet_w = 0.9` and length `sheet_l = 1.3`.
So on each side of the roof:
- Along length (X axis, from -3.1 to 3.1): we need `num_sheets_x = int(6.2 / 0.8) + 1` (allowing some overlap).
- Along slope (Y' axis, from bottom overhang to top peak): we need `num_sheets_y = 2` (overlapping by 20cm).
- So we can place these sheets!
- For each sheet:
  - We can decide if it's missing (e.g. 20% flat chance).
  - We can decide if it's sliding down (increase Y offset, tilt slightly).
  - We can decide if it's rotated.
  - To make the sheets actual corrugated meshes, we can create multiple copies of our corrugated sheet mesh, and position/rotate them accordingly.
    Wait, can we join them at the end? Yes! Placing them as individual objects, randomizing their position/rotation, and then joining them with `bpy.ops.object.join` is incredibly fast, clean, and ensures each sheet has individual solidify modifiers, or we can apply modifiers and join. Actually, keeping them as a joined single object is awesome!
    Let's write a python function that generates all these sheets as separate objects (or a single joined roof object). Let's write a script to build this beautiful roof!

Let's specify the roof geometry logic:
- Left Slope (Y in negative region, going up to peak at Y=0):
  - Angle: +25 degrees (around X-axis)
  - Pivot position of a sheet is on the slope.
  - Let's compute the position for row 0 (bottom) and row 1 (top):
    - Peak is at Z = 3.6m. Wall top is at Z = 2.5m. Width of house is 4.0m.
    - So at Y = -2.0m, Z = 2.5m. At Y = 0m, Z = 3.6m.
    - Slope angle $\theta = \arctan((3.6 - 2.5) / 2.0) = \arctan(1.1 / 2.0) = 28.8$ degrees.
    - Let's write code that calculates the coordinates exactly based on the angles!

Let's test this in Python! I will write a comprehensive roof generator function that links gable planks and corrugated iron.

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'create_corrugated_sheet' is not defined

[Assistant]
thought
Ah! The second execution started a new execution session context or redefined the functions, so `create_corrugated_sheet` is not defined in the scope if we didn't include it in the same code execution.
Let's make sure our script has ALL functions defined together so there are no missing references!
Let's compile a script that contains:
1. `create_corrugated_sheet`
2. `create_weathered_walls_mesh`
3. `create_corrugated_roof`
4. A function to create gable walls.
Wait, let's also make wood support rafters!
Dilapidated rafters under the roof will look gorgeous. They are simple wood beams (long skinny bricks) spanning from wall tops to the peak. Let's make some of them.
Let's see: we want them spaced out along the length of the house.
Let's write a python function to generate rafters:
```python
def add_rafters(name, length=6.0, width=4.0, wall_h=2.5, peak_h=3.6):
    ...
```
This is a great idea. We can generate them inside the house compilation.

Let's also generate a beautiful stone foundation or random stone blocks scattered around.
Let's also write a function to generate **Vines/Ivy (overgrown foliage)**!
How can we generate vine meshes?
We can create a branch-like structure using curves or a procedural mesh of creeping vines.
Wait, a super effective and visually stunning way to generate creeping vines climbing over the roofs and walls is to generate a series of curved or straight vine stems with leaves scattered along them!
Let's write a python function `generate_ivy(target_obj_name, name_prefix, num_vines=5)`:
- We can find points on the target object (like walls or roofs).
- We can trace paths (like a random walk climbing upwards and crawling).
- For each path, we can create a nice thin Bezier curve or a cylinder chain.
- Along the curve, we can instantiate tiny green leaves (planes with the foliage material).
- This is extremely powerful, looks organic, and is incredibly satisfying for an "abandoned village Reclamation" theme!
Let's design a Python function that does exactly this:
- Take a starting position (on the ground against the wall).
- Generate a climbing path: each step goes upwards (Z increases) and snakes left/right (X or Y varies) or clings to the wall surface.
- For the roof, the vine can climb from the wall top up the slope of the roof towards the peak!
- To make a vine, we can represent it as a series of connected cylindrical or curve segments. Or, even simpler and faster to render, we can represent it as a single mesh (using the trunk/vines material) and small leaf meshes (planes) populated at the joints.
Let's write code to do this.

Let's test this logic of a cohesive, beautiful decayed house with walls, roof, rafters, gable walls, and climbing ivy. I will write a script that implements this whole house generation, and let's run it. This will be the main generator for our assets! Let's draft it.

[Tool] Error executing code: Communication error with Blender: Code execution error: name 'peak_h' is not defined

[Assistant]
thought
Ah, in line 163 of the script, `g_h = peak_h - height`. Wait, in the signature of `create_weathered_walls_mesh`, I have:
`create_weathered_walls_mesh(name, length=6.0, width=4.0, height=2.5)`
But I didn't pass `peak_h` into it, or did it try to use `peak_h`?
Wait! In the line `g_h = peak_h - height` in `create_weathered_walls_mesh`, yes, `peak_h` is not defined as a parameter in `create_weathered_walls_mesh`!
Ah! Let's look at the parameters of `create_weathered_walls_mesh`:
`def create_weathered_walls_mesh(name, length=6.0, width=4.0, height=2.5):`
And inside the function, I wrote:
`g_h = peak_h - height`
Yes! `peak_h` was not defined. I should add `peak_h=3.6` to the function parameters.
Let's fix that! Thank you, interpreter, for raising the error.

Let's modify `create_weathered_walls_mesh` signature to:
`def create_weathered_walls_mesh(name, length=6.0, width=4.0, height=2.5, peak_h=3.6):`

This is extremely easy to fix. Let's do it right away.
Also, we need to add:
- Support beams and rafters inside the house, so if a roof is missing sheets, the beautiful rustic skeleton structure is exposed underneath. Let's do that!
For rafters, we can add a few vertical and diagonal wooden beams.
Let's design a simple `create_rafters_mesh` or just build it directly within the main compilation.
Let's write a single unified script that generates:
1. Ground terrain.
2. A single customized weathered house function `create_house(name, pos, rot_z, length=6, width=4, wall_h=2.5, peak_h=3.6)` which uses the modular elements: walls (including gables), support beams, and corrugated metal sheets, and then joins them or groups them.
Let's make sure `create_house` operates smoothly.
Wait, let's write `create_house` and test it on a single house! Let's do that.

[Tool] Code executed successfully: House H1 successfully created and placed at <Vector (0.0000, 0.0000, 0.0000)> with rotation 0.5!

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payment=(self "https://checkout.stripe.com" "https://connect-js.stripe.com" "https://js.stripe.com" "https://*.js.stripe.com" "https://hooks.stripe.com")

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thought
Wow, this is fantastic! It ran completely successfully. Let's do a quick viewport screenshot to verify that the geometry has correct shading, look, and placement before we build the rest of the village! Let's take a viewport screenshot.

{"user_prompt":"Verify house visual look"}


thought
Wow, this is fantastic! It ran completely successfully. Let's do a quick viewport screenshot to verify that the geometry has correct shading, look, and placement before we build the rest of the village! Let's take a viewport screenshot.