thought
Aha! Super clear error. There is no option simply named `'High Contrast'`, but there is `'AgX - High Contrast'` or others depending on view transform.
To be completely robust, we don't even have to set `bpy.context.scene.view_settings.look = 'High Contrast'`; we can just let it use the default and let Cycles work with its base contrast, or we can use try-except to set it.
Let's modify that section to:
```python
try:
    bpy.context.scene.view_settings.view_transform = 'AgX'
    bpy.context.scene.view_settings.look = 'AgX - High Contrast'
except:
    try:
        bpy.context.scene.view_settings.view_transform = 'Filmic'
        bpy.context.scene.view_settings.look = 'High Contrast'
    except:
        pass
```
This is 100% robust and will never fail! Let's update and run this section block. This will compile the scene perfectly!

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

# Clear all mesh and lamp objects, keep materials if they are there
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)

# Clean up orphan data
for block in bpy.data.meshes:
    if block.users == 0:
        bpy.data.meshes.remove(block)

# --- Define Terrain Math ---
def get_terrain_height(x, y):
    z = 1.0 * math.sin(x * 0.1) * math.cos(y * 0.1)
    z += 0.4 * math.sin(x * 0.3) * math.sin(y * 0.4)
    z += 0.12 * math.cos(x * 0.8 + y * 0.5)
    path_dist = abs(x + y * 0.5) / 10.0
    if path_dist < 1.0:
        z -= (1.0 - path_dist) * 0.6
    return z

# --- 1. RECREATE TERRAIN ---
bpy.ops.mesh.primitive_grid_add(x_subdivisions=120, y_subdivisions=120, size=50, location=(0, 0, 0))
terrain = bpy.context.object
terrain.name = "Terrain"
mat_g = bpy.data.materials.get("Ground_Moss")
if mat_g:
    terrain.data.materials.append(mat_g)

mesh = terrain.data
for vert in mesh.vertices:
    vert.co.z = get_terrain_height(vert.co.x, vert.co.y)
bpy.ops.object.shade_smooth()

# --- Define Sheet & House & Ivy & Grass Helpers ---

def create_corrugated_sheet_data(w=1.0, l=1.8, wave_h=0.025, wave_num=6):
    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(Vector((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))
    return verts, faces

def create_house_mesh(name, l=6.0, w=4.0, h=2.5, ph=3.6, missing_roof_prob=0.2, pos=Vector((0,0,0)), rot_z=0.0):
    all_verts = []
    all_faces = []
    materials_list = [bpy.data.materials.get("Weathered_Wood"), bpy.data.materials.get("Rusted_Metal")]
    all_face_mats = []

    p_w = 0.22
    p_d = 0.025

    house_mat = Matrix.Translation(pos) @ Euler((0, 0, rot_z)).to_matrix().to_4x4()

    def add_box(local_pos, size, rot, mat_idx=0):
        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))
        ]
        local_mat = Matrix.Translation(local_pos) @ rot.to_matrix().to_4x4()
        for lv in local_verts:
            all_verts.append(house_mat @ (local_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))
            all_face_mats.append(mat_idx)

    # 1. Timber posts
    post_sz = 0.12
    for cx in [-l/2.0 + post_sz/2.0, l/2.0 - post_sz/2.0]:
        for cy in [-w/2.0 + post_sz/2.0, w/2.0 - post_sz/2.0]:
            add_box(Vector((cx, cy, h/2.0)), (post_sz, post_sz, h), Euler((random.uniform(-0.02, 0.02), random.uniform(-0.02, 0.02), 0)), 0)

    # 2. Support rafters
    beam_sz = 0.08
    num_rafters = 5
    slope_angle = math.atan((ph - h) / (w / 2.0))
    slope_len = math.sqrt((w/2.0)**2 + (ph - h)**2)
    for r in range(num_rafters):
        t = r / (num_rafters - 1)
        rx = -l/2.0 + t * l
        add_box(Vector((rx, 0, h)), (beam_sz, w * 0.9, beam_sz), Euler((0,0,0)), 0)
        add_box(Vector((rx, -w/4.0, h + (ph-h)/2.0)), (beam_sz, beam_sz, slope_len), Euler((slope_angle, 0, 0)), 0)
        add_box(Vector((rx, w/4.0, h + (ph-h)/2.0)), (beam_sz, beam_sz, slope_len), Euler((-slope_angle, 0, 0)), 0)

    # 3. Front Wall (Y = -w/2)
    num_steps_x = int(l / p_w)
    for i in range(num_steps_x + 1):
        x = -l/2.0 + i * p_w
        if abs(x) < 0.6:  # door way
            continue
        if random.random() < 0.12:
            continue
        plank_h = h
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = h * random.uniform(0.12, 0.6)
            pos_offset_z = - (h - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.08, 0.08)
        add_box(Vector((x, -w/2.0, h/2.0 + pos_offset_z)), (p_w * 0.95, p_d, plank_h), Euler((0.0, tilted_angle, 0.0)), 0)

    # 4. Back Wall (Y = w/2)
    for i in range(num_steps_x + 1):
        x = -l/2.0 + i * p_w
        if abs(x) < 0.6 and random.random() < 0.5:
            continue
        if random.random() < 0.12:
            continue
        plank_h = h
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = h * random.uniform(0.12, 0.6)
            pos_offset_z = - (h - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.08, 0.08)
        add_box(Vector((x, w/2.0, h/2.0 + pos_offset_z)), (p_w * 0.95, p_d, plank_h), Euler((0.0, tilted_angle, 0.0)), 0)

    # 5. Left Wall (X = -l/2)
    num_steps_y = int(w / p_w)
    for i in range(num_steps_y + 1):
        y = -w/2.0 + i * p_w
        if abs(y) < 0.5: # window
            continue
        if random.random() < 0.12:
            continue
        plank_h = h
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = h * random.uniform(0.12, 0.6)
            pos_offset_z = - (h - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.08, 0.08)
        add_box(Vector((-l/2.0, y, h/2.0 + pos_offset_z)), (p_w * 0.95, p_d, plank_h), Euler((tilted_angle, 0.0, math.pi/2.0)), 0)

    # 6. Right Wall (X = l/2)
    for i in range(num_steps_y + 1):
        y = -w/2.0 + i * p_w
        if abs(y) < 0.5 and random.random() < 0.5:
            continue
        if random.random() < 0.12:
            continue
        plank_h = h
        tilted_angle = 0.0
        pos_offset_z = 0.0
        if random.random() < 0.15:
            plank_h = h * random.uniform(0.12, 0.6)
            pos_offset_z = - (h - plank_h) / 2.0
        if random.random() < 0.25:
            tilted_angle = random.uniform(-0.08, 0.08)
        add_box(Vector((l/2.0, y, h/2.0 + pos_offset_z)), (p_w * 0.95, p_d, plank_h), Euler((tilted_angle, 0.0, math.pi/2.0)), 0)

    # 7. Gable walls
    p_h = 0.20
    g_h = ph - h
    for j in range(int(g_h / p_h) + 1):
        rel_h = j * p_h
        cl_rel_h = min(rel_h, g_h)
        plank_w = (1.0 - (cl_rel_h / g_h)) * w
        if plank_w < 0.1: continue
        if random.random() > 0.15:
            add_box(Vector((-l/2.0, 0, h + cl_rel_h + p_h/2.0)), (plank_w * 0.98, p_d, p_h * 0.95), Euler((0, 0, math.pi/2.0)), 0)
        if random.random() > 0.15:
            add_box(Vector((l/2.0, 0, h + cl_rel_h + p_h/2.0)), (plank_w * 0.98, p_d, p_h * 0.95), Euler((0, 0, math.pi/2.0)), 0)

    # 8. Corrugated sheets
    sheet_w = 0.95
    sheet_l = 1.35
    for slope_side in [-1, 1]:
        rot_x = slope_side * slope_angle
        cols = int((l + 0.4) / (sheet_w * 0.85)) + 1
        rows = 2

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

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

                ly = slope_side * (dist_slope * math.cos(slope_angle))
                lz = h + dist_slope * math.sin(slope_angle)
                lx = -l/2.0 - 0.1 + c * (sheet_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() < 0.22: # Slipped sheet
                    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_verts, s_faces = create_corrugated_sheet_data(w=sheet_w, l=sheet_l)
                sheet_local_pos = Vector((lx + offset_x, ly + offset_y, lz + offset_z))
                sheet_local_rot = Euler((rot_x + rot_offset_x, rot_offset_y, rot_offset_z))
                sheet_local_matrix = Matrix.Translation(sheet_local_pos) @ sheet_local_rot.to_matrix().to_4x4()

                v_offset = len(all_verts)
                for sv in s_verts:
                    all_verts.append(house_mat @ (sheet_local_matrix @ sv))
                for sf in s_faces:
                    all_faces.append((sf[0]+v_offset, sf[1]+v_offset, sf[2]+v_offset, sf[3]+v_offset))
                    all_face_mats.append(1)

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

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

    for mat in materials_list:
        if mat:
            obj.data.materials.append(mat)
    for face_idx, mat_idx in enumerate(all_face_mats):
        mesh.polygons[face_idx].material_index = mat_idx

    solidify = obj.modifiers.new(name="Solidify", type='SOLIDIFY')
    solidify.thickness = 0.012

    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 generate_house_ivy_mesh(name, l=6.0, w=4.0, h=2.5, ph=3.6, side='front', x_start=1.0, num_branches=3, pos=Vector((0,0,0)), rot_z=0.0):
    all_verts = []
    all_faces = []

    stem_r = 0.012
    leaf_sz = 0.15

    house_mat = Matrix.Translation(pos) @ Euler((0, 0, rot_z)).to_matrix().to_4x4()

    def add_stem_segment(p1, p2):
        v_offset = len(all_verts)
        dir_v = p2 - p1
        dist = dir_v.length
        if dist < 0.001: return

        center = p1 + dir_v * 0.5
        rotation = dir_v.to_track_quat('Z', 'Y').to_euler()

        sx, sy, sz = stem_r, stem_r, dist/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))
        ]
        local_mat = Matrix.Translation(center) @ rotation.to_matrix().to_4x4()
        for lv in local_verts:
            all_verts.append(house_mat @ (local_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))

    def add_leaf(pos_local, normal_local):
        v_offset = len(all_verts)
        sz = leaf_sz / 2.0

        up = Vector((0, 0, 1))
        tangent = normal_local.cross(up)
        if tangent.length < 0.01:
            tangent = normal_local.cross(Vector((0, 1, 0)))
        tangent.normalize()
        bitangent = normal_local.cross(tangent).normalized()

        l_verts = [
            pos_local - tangent * sz - bitangent * sz + normal_local * 0.02,
            pos_local + tangent * sz - bitangent * sz + normal_local * 0.02,
            pos_local + tangent * sz + bitangent * sz + normal_local * 0.08,
            pos_local - tangent * sz + bitangent * sz + normal_local * 0.08
        ]
        for lv in l_verts:
            all_verts.append(house_mat @ lv)
        all_faces.append((v_offset, v_offset+1, v_offset+2, v_offset+3))

    for b in range(num_branches):
        curr_x = x_start + random.uniform(-0.15, 0.15)
        curr_z = -0.1

        if side == 'front':
            curr_y = -w/2.0 - 0.02
            wall_normal = Vector((0, -1, 0))
        elif side == 'back':
            curr_y = w/2.0 + 0.02
            wall_normal = Vector((0, 1, 0))
        elif side == 'left':
            curr_x = -l/2.0 - 0.02
            curr_y = x_start
            wall_normal = Vector((-1, 0, 0))
        else:
            curr_x = l/2.0 + 0.02
            curr_y = x_start
            wall_normal = Vector((1, 0, 0))

        curr_p = Vector((curr_x, curr_y, curr_z))

        step_len = 0.16
        steps = int(h / step_len) + 5

        for s in range(steps):
            next_z = curr_p.z + step_len * random.uniform(0.7, 1.2)
            if next_z > h: break

            if side in ['front', 'back']:
                next_x = curr_p.x + random.uniform(-0.12, 0.12)
                next_y = curr_p.y + random.uniform(-0.01, 0.01)
            else:
                next_x = curr_p.x + random.uniform(-0.01, 0.01)
                next_y = curr_p.y + random.uniform(-0.12, 0.12)

            next_p = Vector((next_x, next_y, next_z))
            add_stem_segment(curr_p, next_p)

            if random.random() < 0.85:
                add_leaf(next_p, wall_normal)
                if random.random() < 0.5:
                    add_leaf(next_p + Vector((0,0,0.05)), wall_normal)
            curr_p = next_p

        if side in ['front', 'back']:
            slope_side = -1 if side == 'front' else 1
            slope_angle = math.atan((ph - h) / (w / 2.0))
            roof_normal = Vector((0, -slope_side * math.sin(slope_angle), math.cos(slope_angle)))

            roof_steps = 14
            for rs in range(roof_steps):
                dist_to_peak = abs(curr_p.y)
                if dist_to_peak < 0.1: break

                step_y = 0.18 * math.cos(slope_angle)
                next_y = curr_p.y + slope_side * step_y
                if (slope_side == -1 and next_y > 0.0) or (slope_side == 1 and next_y < 0.0):
                    next_y = 0.0

                t_slope = 1.0 - (abs(next_y) / (w/2.0))
                next_z = h + t_slope * (ph - h) + random.uniform(0.01, 0.04)
                next_x = curr_p.x + random.uniform(-0.12, 0.12)

                next_p = Vector((next_x, next_y, next_z))
                add_stem_segment(curr_p, next_p)
                add_leaf(next_p, roof_normal)
                if random.random() < 0.7:
                    add_leaf(next_p, roof_normal)
                curr_p = next_p

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

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

    mat_foliage = bpy.data.materials.get("Foliage")
    if mat_foliage:
        obj.data.materials.append(mat_foliage)

    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 generate_village_grass(name, num_clumps=2000, x_range=(-22.0, 22.0), y_range=(-22.0, 22.0)):
    all_verts = []
    all_faces = []

    b_w = 0.04
    b_h = 0.35
    angles_rad = [0.0, math.pi / 3.0, 2.0 * math.pi / 3.0]

    house_centers = [Vector((-1.0, -1.5)), Vector((5.5, 6.0)), Vector((-8.0, 4.0))]

    for _ in range(num_clumps):
        rx = random.uniform(x_range[0], x_range[1])
        ry = random.uniform(y_range[0], y_range[1])
        rz = get_terrain_height(rx, ry)

        in_house = False
        for hp in house_centers:
            if (Vector((rx, ry)) - hp).length < 2.5:
                if random.random() < 0.8:
                    in_house = True
                    break
        if in_house: continue

        clump_scale = random.uniform(0.65, 1.3)
        clump_rot_z = random.uniform(0.0, 2.0 * math.pi)

        clump_mat = Matrix.Translation(Vector((rx, ry, rz - 0.02))) @ Euler((random.uniform(-0.1, 0.1), random.uniform(-0.1, 0.1), clump_rot_z)).to_matrix().to_4x4()

        for angle in angles_rad:
            v_offset = len(all_verts)
            tilt = random.uniform(0.1, 0.25)
            blade_rot = Euler((0.0, tilt, angle)).to_matrix().to_4x4()

            bh = b_h * clump_scale * random.uniform(0.8, 1.25)
            bw = b_w * clump_scale * random.uniform(0.8, 1.2)

            local_verts = [
                Vector((-bw/2.0, 0, 0)), Vector((bw/2.0, 0, 0)),
                Vector((bw/4.0, 0, bh)), Vector((-bw/4.0, 0, bh))
            ]
            for lv in local_verts:
                all_verts.append(clump_mat @ (blade_rot @ lv))
            all_faces.append((v_offset, v_offset+1, v_offset+2, v_offset+3))

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

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

    mat_foliage = bpy.data.materials.get("Foliage")
    if mat_foliage:
        obj.data.materials.append(mat_foliage)

    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

# --- 2. ASSEMBLE HOUSES AND GROW IVY ---

h1_pos = Vector((-1.0, -1.5, get_terrain_height(-1.0, -1.5)))
create_house_mesh("House_H1", l=5.5, w=3.8, h=2.3, ph=3.5, missing_roof_prob=0.20, pos=h1_pos, rot_z=-0.2)
generate_house_ivy_mesh("Ivy_H1_front", l=5.5, w=3.8, h=2.3, ph=3.5, side='front', x_start=0.5, num_branches=5, pos=h1_pos, rot_z=-0.2)
generate_house_ivy_mesh("Ivy_H1_left", l=5.5, w=3.8, h=2.3, ph=3.5, side='left', x_start=-0.6, num_branches=4, pos=h1_pos, rot_z=-0.2)

h2_pos = Vector((5.5, 6.0, get_terrain_height(5.5, 6.0)))
create_house_mesh("House_H2", l=6.2, w=4.0, h=2.4, ph=3.6, missing_roof_prob=0.35, pos=h2_pos, rot_z=1.0)
generate_house_ivy_mesh("Ivy_H2_front", l=6.2, w=4.0, h=2.4, ph=3.6, side='front', x_start=-0.8, num_branches=4, pos=h2_pos, rot_z=1.0)
generate_house_ivy_mesh("Ivy_H2_back", l=6.2, w=4.0, h=2.4, ph=3.6, side='back', x_start=0.2, num_branches=4, pos=h2_pos, rot_z=1.0)

h3_pos = Vector((-8.0, 4.0, get_terrain_height(-8.0, 4.0)))
create_house_mesh("House_H3", l=5.0, w=3.6, h=2.2, ph=3.2, missing_roof_prob=0.75, pos=h3_pos, rot_z=-0.8)
generate_house_ivy_mesh("Ivy_H3_front", l=5.0, w=3.6, h=2.2, ph=3.2, side='front', x_start=0.0, num_branches=5, pos=h3_pos, rot_z=-0.8)
generate_house_ivy_mesh("Ivy_H3_right", l=5.0, w=3.6, h=2.2, ph=3.2, side='right', x_start=0.3, num_branches=4, pos=h3_pos, rot_z=-0.8)

# --- 3. GENERATE MEADOW SCATTER ---
generate_village_grass("Village_Grass_Field", num_clumps=2500)

# --- 4. LIGHTING & ENVIRONMENT SETUPS ---

bpy.context.scene.use_nodes = True
world = bpy.context.scene.world
world.use_nodes = True
w_nodes = world.node_tree.nodes
w_links = world.node_tree.links
for n in list(w_nodes):
    w_nodes.remove(n)

w_out = w_nodes.new('ShaderNodeOutputWorld')
w_bg = w_nodes.new('ShaderNodeBackground')
w_bg.inputs['Color'].default_value = (0.10, 0.14, 0.22, 1.0)
w_bg.inputs['Strength'].default_value = 0.65
w_links.new(w_bg.outputs['Background'], w_out.inputs['Surface'])

sun_data = bpy.data.lights.new(name="Sunset_Sun", type='SUN')
sun_data.energy = 5.0
sun_data.color = (0.98, 0.72, 0.45)
sun_data.angle = 0.15
sun_obj = bpy.data.objects.new(name="Sunset_Sun", object_data=sun_data)
bpy.context.collection.objects.link(sun_obj)
sun_obj.rotation_euler = (math.radians(74), math.radians(6), math.radians(48))

# --- 5. CAMERA COMPOSITION SETUP ---

cam_data = bpy.data.cameras.new(name="ContestantCam")
cam_data.lens = 28
cam_obj = bpy.data.objects.new(name="Contestant_Camera", object_data=cam_data)
bpy.context.collection.objects.link(cam_obj)
cam_obj.location = Vector((-6.8, -10.5, 3.6))
cam_obj.rotation_euler = (math.radians(77), math.radians(0), math.radians(-32))
bpy.context.scene.camera = cam_obj

# --- 6. RENDER ENGINE CYCLES ENGINE SETUPS ---
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.samples = 64
bpy.context.scene.cycles.use_denoising = True

try:
    bpy.context.scene.view_settings.view_transform = 'AgX'
    bpy.context.scene.view_settings.look = 'AgX - High Contrast'
except:
    try:
        bpy.context.scene.view_settings.view_transform = 'Filmic'
        bpy.context.scene.view_settings.look = 'High Contrast'
    except:
        pass

print("Master compilation completed flawlessly!")

Re-run full master setup with robust look styling block


Code executed successfully: Master compilation completed flawlessly!