[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!

[Assistant]
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.

[Assistant]
 rely on EEVEE-only effects for the final appearance. All materials must show correctly in Cycles. At this stage we are using Blender workbench, so materials don't render their colors. But we can see the geometry looks amazing!
Oh look at that structure! It's absolutely perfect. The corrugated iron sliding off, the gaps in the planks, the timber beams, etc.
Wait, let's see why the roof is placed like that:
The roof is placed partially in the center, but also some parts are offset or tilted.
Wait! Let's check how the roof is rotated and translated relative to the walls.
Ah, in `assemble_and_place_house`, we wrote:
```python
    # Rotate first
    for obj in [walls, roof]:
        if obj:
            obj.rotation_euler = (0, 0, rot_z)
            obj.location = pos
```
Wait! The roof sheets were created at their global coordinates during creation, but with local-like math around (0,0). So when we assign `obj.location = pos`, it moves them from (0,0) to `pos`.
But wait! When the sheets are created, they are added to the scene at coordinates like `(local_x, local_y, local_z)`. So their pivot point is at (0,0,0), and their vertex coordinates are already at `(local_x, local_y, local_z)`.
So when we set `obj.rotation_euler = (0, 0, rot_z)` and `obj.location = pos`, both the walls and the roof are transformed perfectly, because both of them are built around (0,0,0) as their origin!
Wait, in the screenshot, why is some roof segment lying on the ground next to the house?
Ah! Look at the right of the house: there's a sheet of corrugated iron lying on the ground!
Oh! That is brilliant! That sheet slid off completely and landed on the ground, or it shows major decay. That is incredibly realistic! But wait, let's check if the roof is aligned correctly over the walls.
In the screenshot, the roof and the walls are located in the same place (around the house center).
Wait! Let's examine the screenshot carefully.
Ah! The roof's top peak is open because some panels are missing.
And yes! Some sheets have slid down and are hanging off the wall, and one sheet has slid all the way to the ground. That's incredibly cool!
Let's see if there are support beams underneath. Yes, we can see the skeleton of the rafter beams!
This is extremely beautiful!

Wait, let's look at the location of the house.
The scene should contain an abandoned *village* (plural: houses), reclaimed by nature.
So let's place about 3 houses of different sizes and conditions:
- House 1: Close to the camera, partially ruined. (Let's say size 5m x 3.5m, rotated, highly decayed).
- House 2: A bit further back, slightly larger or smaller (size 6m x 4.0m), rotated differently, maybe lying on a hill.
- House 3: Further back, a shell of a house (only some walls left, no roof, completely overgrown).
- We can also add some broken fences, stone walls, or ruined barns.
Let's first write a python script to generate multiple houses. Let's make sure the heights are adjusted so they sit nicely on the terrain!
Wait! How do we know the height of the terrain at a specific (X, Y) coordinate?
We can calculate it using the same formula we used to deform the terrain!
Remember our terrain Z formula:
```python
def get_terrain_height(x, y):
    # Large hills
    z = 1.0 * math.sin(x * 0.1) * math.cos(y * 0.1)
    # Small ridges
    z += 0.4 * math.sin(x * 0.3) * math.sin(y * 0.4)
    # Random undulating micro-details
    z += 0.1 * math.cos(x * 0.8 + y * 0.5)

    # Pathway/riverbed depression
    path_dist = abs(x + y * 0.5) / 10.0
    if path_dist < 1.0:
        z -= (1.0 - path_dist) * 0.6
    return z
```
This is brilliant! We can query the height of the terrain at any (X, Y) coordinate and place the house exactly on the ground!
Let's write a python function to place the house. Since the house has custom width and length, we can sample the terrain height at the center of the house, and set the house's Z coordinate to that height. This is incredibly elegant and ensures that the houses sit perfectly on the ground!

Wait, let's think about **vegetation and ivy creeping up the walls**.
We want ivy to crawl up the walls and through broken windows.
How can we generate beautiful vines?
We can create a vine generator:
- It starts on the ground near the house wood planks, i.e. around the perimeter of the house.
- For each vine, we can start at some random ground position near the house wall, say:
  `start_x = house_center_x + offset_x`, `start_y = house_center_y + offset_y`.
- It grows upwards by adding vertical cylindrical segments or lines.
- It "clings" to the wall. For example, if it's on the front wall (Y = -width/2), Y stays close to the wall (with a little bit of noise), and Z grows from 0 to 3.0. X can snake left and right using a sine wave or random walk.
- This is super easy and looks absolutely amazing!
- Let's add leaves:
  At each node of the vine, we can add 1 or 2 small green leaf planes (e.g. size 0.15m), slightly rotated randomly so they look like flat, overlapping ivy leaves!
  By doing this in Python and combining all the vine trunks and leaves into a single mesh, we can create multiple extremely realistic looking creeping ivies on the walls and roof of the houses in just a fraction of a second!
This is an outstanding idea. Let's design the vine/leaf generator mathematically.

Let's write a python function `create_ivy_on_wall(name, wall_plane, start_pos, end_height, side_dir)`:
Let's generalize it:
We can generate a vine path in 3D:
- Let's say we have an Ivy plant. It starts at `(x_start, y_start, z_start)`.
- It has e.g., 3-5 branches.
- For each branch, we can generate a list of points.
- As it grows, the next point is:
  `p_next = p_current + Vector((dx, dy, dz))`
  where `dz` is positive (growth upward, e.g. 0.1m to 0.2m), and `dx, dy` are small random values.
- To make it "cling" to the target, we can clamp or attract the points to the nearest wall surface of the house, OR we can generate the vine relative to the house's local coord system, which makes the math trivial!
  Yes! In local coordinates of the house:
  - Inside a house of size `(L, W, H)`, the walls are at `X = -L/2`, `X = L/2`, `Y = -W/2`, `Y = W/2`.
  - So if we want to grow a vine on the front wall (Y = -W/2):
    Local X coordinates snake around some starting X.
    Local Y is constant at `-W/2 + random_epsilon`.
    Local Z grows from 0 up to `H + peak_height`. When Z exceeds `H`, the vine can start growing along the sloped roof!
    Along the roof slope, the local Y coordinate moves towards 0 (the peak of the roof), and local Z moves towards `peak_h`!
    This is incredibly simple and elegant! The math is 100% robust and produces perfect wall-and-roof-climbing ivy that hugs the house contours perfectly.
Let's write down this beautiful algorithm:
- Local coordinates of house:
- Growth stage 1: Climbing up the wall at X_start, Y = side * W/2.
  Z goes from 0 to H.
  At each step, we move Z up by 0.15m. X has some random walk (e.g. `X_next = X_curr + random(-0.08, 0.08)`). Y has a tiny noise to make it rough and organic.
- Growth stage 2: Once Z reaches H, it transitions to the roof slope!
  For slope side (Y < 0, Y moves towards 0; Z moves towards `peak_h`):
  Let's say at each step, we increment the distance along the slope.
  So Y increases (moves towards 0), and Z increases towards `peak_h`.
  This is a perfect continuation!
  Let's do this. Let's write a python script to generate these climbing vines for a house.
  Let's write down the vertices of the vine stem as a cylinder chain (or simple skin/extrude, or custom meshes), and the leaves as intersecting angled planes.
  Actually, a very light and extremely effective way to represent the vines is to make the stem a series of small, thin wood/vine 3D boxes or cylinders, and the leaves as small double-sided green planes. When textured with our `Foliage` material, they will look 100% organic and realistic!

Let's write Python code to generate this climbing ivy! Let's make sure it's robust and fast. Let's compose the code and execute it to see it in action.

[Tool] Code executed successfully: Ivy generated successfully!

[Assistant]
thought
This is incredibly beautiful! Let's take a viewport screenshot to see the ivy on the house walls.

[Assistant]
 rely on EEVEE-only effects for the final appearance. All materials must show correctly in Cycles. At this stage we are using Blender workbench, so materials don't render their colors. But we can see the geometry looks amazing!
Wait! The viewport camera hasn't changed. Why?
Ah, the viewport camera stayed in its default position. Let's make sure the camera is active, or we can see the ivy that got added. It is the ladder-like structure climbing up the front left of the house frame! Let's rotate the viewport view or move the camera to frame it closer, or better yet, let's write a python script to set up a nice camera and view it in Cycles or Material Preview mode!

Wait, let's design the layout of the entire village!
Let's see: we want three houses.
Let's place them:
- **House 1**: Main foreground cottage.
  - Position: `Vector((-1.0, -1.5, get_terrain_height(-1.0, -1.5)))`. (This is close to the camera).
  - Rotation around Z: -0.2 (approx -11 degrees).
  - Dimensions: L=5.5m, W=3.8m, H=2.4m, Peak=3.5m.
  - This has multiple Ivy growths: Front side, back side, left side.
- **House 2**: Middle-ground cottage.
  - Position: `Vector((5.5, 6.0, get_terrain_height(5.5, 6.0)))`.
  - Rotation around Z: 1.0 (approx 57 degrees).
  - Dimensions: L=6.5m, W=4.2m, H=2.5m, Peak=3.7m.
  - It also has climbing ivy and is partially collapsed (maybe we can increase the missing roof sheet percentage for it to 35%).
- **House 3**: Background partially buried ruin / barn.
  - Position: `Vector((-8.0, 4.0, get_terrain_height(-8.0, 4.0)))`.
  - Rotation around Z: -0.8 (approx -45 degrees).
  - Dimensions: L=5.0m, W=3.5m, H=2.2m, Peak=3.2m.
  - This one represents a completely collapsed frame. We can make its roof sheets 70% missing, which will look exceptionally dilapidated!

Let's also add **grass and foliage scattered on the ground**!
How can we generate scattered grass / plants on the ground?
We can iterate over our terrain:
- In a grid of size e.g. -20m to 20m, we can randomly place grass clumps.
- A grass clump can be a series of simple planes (2-4 intersecting planes with a grass blade shape or simple tapered shape), with the `Foliage` material.
- We can randomly scale them (e.g. 0.15m to 0.4m tall) and rotate them randomly around the Z-axis.
- This creates an extremely organic, lush, overgrown meadow floor!
- Let's do this! If we write a python loop to generate these grass clumps, we can generate say 200 scatter locations. To make it extremely efficient, we can build the vertex and face arrays for all 200 grass clumps and compile them into a *single mesh* object called `Grass_Scatter`!
  This is a master-class in Blender programming: compiling all grass clumps into a single mesh block. It means 0 viewport lag, instant Cycles loading, and superb details!
Let's design the grass clump mesh creator.
A single grass clump consists of say 3 intersecting vertical planes, each slightly curved or flared outward.
Let's define a simple clump of vertices and faces, scale and rotate it, and add it at various ground locations!
This is absolutely brilliant. Let's do the math:
For a single grass clump centered at (0,0,0):
- It has 3 blades.
- Blade 1: Plane along Y, X=0, Z goes from 0 to height. Peak is at Y=0, Z=height. Let's make it look like a diamond.
- Let's write the code for it! It's super simple.

Let's make sure the grass is dense in the front, and sparser in other places, or evenly distributed. 400 grass clumps compiled into a single mesh will look incredibly lush and dense, especially when combined with our detailed ground moss texture, and the ivy!

Let's write a complete script that:
1. Re-creates the terrain.
2. Generates the 3 houses with their specific sizes, positions, and dilapidation percentages.
3. Generates the Ivy climbing up each house.
4. Generates the scattered Grass clumps across the terrain.
5. Sets up excellent lighting:
   - A warm sunset sun light to hit the metallic roof edges and grass blades, producing beautiful glints.
   - A soft blue/grey sky/ambient light (World shader) representing a quiet afternoon or post-rain overcast glow.
6. Sets up the Camera to frame the village beautifully.
   - We will place the camera around (X=-6.5, Y=-10.0, Z=4.0), aiming towards the main houses (around X=1.0, Y=1.5, Z=1.0).
   - This creates a wonderful composition, with House 1 in the foreground, House 2 in the middle-ground, and the rolling valley behind.

Let's write this script and run it! Let's draft it. This is going to be the master script to build the entire environment. Let's construct the code very cleanly.

[Tool] Code executed successfully: H1 mesh compiled and verified!

[Assistant]
thought
Wow! Combining Wood (material index 0) and Metal (material index 1) into a single unified multi-material object is an incredibly smart, clean, and highly robust way of designing the cottages in Blender. It completely eliminates joining operations and works flawlessly.

Now, let's write a python function to generate the climbing ivy for these houses.
Wait! Since the ivy climbs in local house coordinates, we can transform the generated ivy mesh points using the SAME house transformation matrix!
This is extremely simple and clean!
Let's see: `generate_house_ivy_mesh` builds the vertices in local coordinates.
Then we can transform all of its vertices into world space by multiplying them by `house_mat`!
Let's modify `generate_house_ivy_mesh` to:
- Take the `house_mat` (which we define using the house position and Z-rotation).
- Transform all of its vertices into world space before compiling the mesh.
- This means the Ivy will align perfectly with the house, and we don't have to rotate/translate the object afterward; it will be built in world space exactly where the house is!
This is incredibly elegant. Let's do that! Let's write the modified Ivy function and test it. Let's define it.

[Tool] Code executed successfully: World-transformed Ivy generator ready!

[Assistant]
thought
Awesome! This is ready.

Now let's build the **grass clutter scatter generator**!
Let's see: we want dynamic, beautiful overgrown grass blades scattered across the ground.
Let's define a function `generate_grass_scatter(name, num_patches=350, patch_radius=1.5)`:
- We can pick random coordinates `(X, Y)` across the terrain (e.g. from -18 to 18 on both axes).
- The height `Z` is queried using `get_terrain_height(X, Y)`.
- For each position:
  - We can create a small grass clump consisting of 3 crossed diagonal blades (planes).
  - Let's define the local coordinates of 3 crossed planes:
    - Plane 1: angled at 0 degrees.
    - Plane 2: angled at 60 degrees.
    - Plane 3: angled at 120 degrees.
    - Height of each blade is around 0.2m to 0.45m.
    - Width is around 0.05m.
    - We can tilt the blades slightly outward so the clump has a natural, beautiful volume.
  - This is extremely easy to calculate:
    We define 4 vertices for each blade plane:
    `local_verts = [Vector((-w/2, 0, 0)), Vector((w/2, 0, 0)), Vector((w/2, 0, h)), Vector((-w/2, 0, h))]` (with a slight curve or tapering at the top).
    Let's write a simple diamond shape for the blade:
    `v0 = (0, -w/2, 0)`, `v1 = (0, w/2, 0)`, `v2 = (0, 0, h)` (a simple triangular leaf), or a 4-vertex plane that tapers near the top:
    `v0 = (-w/2, 0, 0)`, `v1 = (w/2, 0, 0)`, `v2 = (w/4, 0, h)`, `v3 = (-w/4, 0, h)`.
    And then we rotate this plane by 0, 60, and 120 degrees around the Z axis.
    Then we scale the entire clump randomly (e.g. by 0.7 to 1.4), and translate it to `(X, Y, Z - 0.02)` (sunk slightly into the ground).
  - Let's combine all vertices and faces for all 350 patches into a *single mesh* object called `Village_Grass`!
    This is extremely elegant, completely lightweight, and will render with ultimate speed and stunning complexity in Cycles.
Let's code this grass generator. Let's make sure it assigns the `Foliage` material to all faces. Let's write the code and run it.

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

[Assistant]
thought
Ah, yes! `get_terrain_height` is not defined in the scope of this new session call. I must make sure that all dependent helper functions like `get_terrain_height` are defined inside the script being run.
Let's make sure that whenever I call execution blocks, I include `get_terrain_height` in them. This is very easy to do.

Let's now write a master compilation script.
This script will do EVERYTHING from scratch:
1. Re-create the terrain (so it's clean).
2. Establish the 3 houses with their multi-materials.
3. Call the Ivy generator and grow ivy on multiple walls of each of the 3 houses.
4. Call the Grass clutter scatter generator and paint the meadow.
5. Create a stone pathway or ruined fences if we want.
6. Set up the camera position and angle.
7. Set up the Cycles Renderer, lighting (warm evening sun + cool sky), and background.

Let's carefully design the Camera and Lighting:
For **Lighting**:
- Sun light: e.g. `type='SUN'`.
  - Angle: low angle, say `rotation_euler=(math.radians(72), math.radians(10), math.radians(45))`. This represents a beautiful late afternoon / sunset sun.
  - Energy: 3.5.
  - Color: warm peach/orange `(1.0, 0.75, 0.5)`. This will catch the rusty tin roofs and the grass tips beautifully.
- Ambient Light / World:
  - We can set the background world color to a soft, realistic dark-blue or grey-sky gradient, or simple sky colored light. This will make the shadows look rich and atmospheric.
  - World node setup: simple background color with strength 0.8. Color: `(0.12, 0.15, 0.23)` (cool twilight blue). The combination of orange sunlight and cool blue shadows is a classic painterly look for nature reclamation!

For the **Camera**:
- Let's place the camera at:
  - Location: `Vector((-6.5, -11.0, 3.8))`
  - Rotation: `Euler((math.radians(76), math.radians(0), math.radians(-32)))`
- Let's verify what this is aiming at:
  - The first house is positioned at `(-1.0, -1.5, height)`. This is around (X=-1.0, Y=-1.5), which is in front and slightly right of the camera.
  - The second house is at `(5.5, 6.0, height)`. This is further to the right and back.
  - The third house is at `(-8.0, 4.0, height)`. This is to the left and back.
  - This composition is absolute gold! It creates a wonderful triangular focal layout:
    - House 1 (foreground right/center).
    - House 2 (midground right).
    - House 3 (midground left).
    - The camera path or meadow runs diagonally between them. This will look like a master landscape painting.

Let's combine all of these into a single master script, execute it, and see how it looks! Let's write the whole master script, making sure all functions are defined properly.

[Tool] Error executing code: Communication error with Blender: Code execution error: 'module' object has no attribute 'ViewSettings'

[Assistant]
thought
Ah! `hasattr(bpy.types.ViewSettings, 'view_transform')` failed because `ViewSettings` is not directly inside `bpy.types` (it's actually just inside `bpy.context.scene.view_settings`).
Let's modify that line to simply:
```python
try:
    bpy.context.scene.view_settings.view_transform = 'AgX'
except:
    bpy.context.scene.view_settings.view_transform = 'Filmic'
```
This is a much more Pythonic and robust way of handling it!
Let's make this correction in our script and re-run. Since our other scene creation commands worked before that line, let's see if the scene is already populated or if we should clear it and run the corrected script.
Let's run the corrected script where the view transform properties are wrapped in try-except block. This is perfect! Let's do it immediately.

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "High Contrast" not found in ('None', 'AgX - Punchy', 'AgX - Greyscale', 'AgX - Very High Contrast', 'AgX - High Contrast', 'AgX - Medium High Contrast', 'AgX - Base Contrast', 'AgX - Medium Low Contrast', 'AgX - Low Contrast', 'AgX - Very Low Contrast')

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!

[Assistant]
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.

[Assistant]
 rely on EEVEE-only effects for the final appearance. All materials must show correctly in Cycles. At this stage we are using Blender workbench, so materials don't render their colors. But we can see the geometry looks amazing!
Oh look at that structure! It's absolutely perfect. The corrugated iron sliding off, the gaps in the planks, the timber beams, etc.
Wait, let's see why the roof is placed like that:
The roof is placed partially in the center, but also some parts are offset or tilted.
Wait! Let's check how the roof is rotated and translated relative to the walls.
Ah, in `assemble_and_place_house`, we wrote:
```python
    # Rotate first
    for obj in [walls, roof]:
        if obj:
            obj.rotation_euler = (0, 0, rot_z)
            obj.location = pos
```
Wait! The roof sheets were created at their global coordinates during creation, but with local-like math around (0,0). So when we assign `obj.location = pos`, it moves them from (0,0) to `pos`.
But wait! When the sheets are created, they are added to the scene at coordinates like `(local_x, local_y, local_z)`. So their pivot point is at (0,0,0), and their vertex coordinates are already at `(local_x, local_y, local_z)`.
So when we set `obj.rotation_euler = (0, 0, rot_z)` and `obj.location = pos`, both the walls and the roof are transformed perfectly, because both of them are built around (0,0,0) as their origin!
Wait, in the screenshot, why is some roof segment lying on the ground next to the house?
Ah! Look at the right of the house: there's a sheet of corrugated iron lying on the ground!
Oh! That is brilliant! That sheet slid off completely and landed on the ground, or it shows major decay. That is incredibly realistic! But wait, let's check if the roof is aligned correctly over the walls.
In the screenshot, the roof and the walls are located in the same place (around the house center).
Wait! Let's examine the screenshot carefully.
Ah! The roof's top peak is open because some panels are missing.
And yes! Some sheets have slid down and are hanging off the wall, and one sheet has slid all the way to the ground. That's incredibly cool!
Let's see if there are support beams underneath. Yes, we can see the skeleton of the rafter beams!
This is extremely beautiful!

Wait, let's look at the location of the house.
The scene should contain an abandoned *village* (plural: houses), reclaimed by nature.
So let's place about 3 houses of different sizes and conditions:
- House 1: Close to the camera, partially ruined. (Let's say size 5m x 3.5m, rotated, highly decayed).
- House 2: A bit further back, slightly larger or smaller (size 6m x 4.0m), rotated differently, maybe lying on a hill.
- House 3: Further back, a shell of a house (only some walls left, no roof, completely overgrown).
- We can also add some broken fences, stone walls, or ruined barns.
Let's first write a python script to generate multiple houses. Let's make sure the heights are adjusted so they sit nicely on the terrain!
Wait! How do we know the height of the terrain at a specific (X, Y) coordinate?
We can calculate it using the same formula we used to deform the terrain!
Remember our terrain Z formula:
```python
def get_terrain_height(x, y):
    # Large hills
    z = 1.0 * math.sin(x * 0.1) * math.cos(y * 0.1)
    # Small ridges
    z += 0.4 * math.sin(x * 0.3) * math.sin(y * 0.4)
    # Random undulating micro-details
    z += 0.1 * math.cos(x * 0.8 + y * 0.5)

    # Pathway/riverbed depression
    path_dist = abs(x + y * 0.5) / 10.0
    if path_dist < 1.0:
        z -= (1.0 - path_dist) * 0.6
    return z
```
This is brilliant! We can query the height of the terrain at any (X, Y) coordinate and place the house exactly on the ground!
Let's write a python function to place the house. Since the house has custom width and length, we can sample the terrain height at the center of the house, and set the house's Z coordinate to that height. This is incredibly elegant and ensures that the houses sit perfectly on the ground!

Wait, let's think about **vegetation and ivy creeping up the walls**.
We want ivy to crawl up the walls and through broken windows.
How can we generate beautiful vines?
We can create a vine generator:
- It starts on the ground near the house wood planks, i.e. around the perimeter of the house.
- For each vine, we can start at some random ground position near the house wall, say:
  `start_x = house_center_x + offset_x`, `start_y = house_center_y + offset_y`.
- It grows upwards by adding vertical cylindrical segments or lines.
- It "clings" to the wall. For example, if it's on the front wall (Y = -width/2), Y stays close to the wall (with a little bit of noise), and Z grows from 0 to 3.0. X can snake left and right using a sine wave or random walk.
- This is super easy and looks absolutely amazing!
- Let's add leaves:
  At each node of the vine, we can add 1 or 2 small green leaf planes (e.g. size 0.15m), slightly rotated randomly so they look like flat, overlapping ivy leaves!
  By doing this in Python and combining all the vine trunks and leaves into a single mesh, we can create multiple extremely realistic looking creeping ivies on the walls and roof of the houses in just a fraction of a second!
This is an outstanding idea. Let's design the vine/leaf generator mathematically.

Let's write a python function `create_ivy_on_wall(name, wall_plane, start_pos, end_height, side_dir)`:
Let's generalize it:
We can generate a vine path in 3D:
- Let's say we have an Ivy plant. It starts at `(x_start, y_start, z_start)`.
- It has e.g., 3-5 branches.
- For each branch, we can generate a list of points.
- As it grows, the next point is:
  `p_next = p_current + Vector((dx, dy, dz))`
  where `dz` is positive (growth upward, e.g. 0.1m to 0.2m), and `dx, dy` are small random values.
- To make it "cling" to the target, we can clamp or attract the points to the nearest wall surface of the house, OR we can generate the vine relative to the house's local coord system, which makes the math trivial!
  Yes! In local coordinates of the house:
  - Inside a house of size `(L, W, H)`, the walls are at `X = -L/2`, `X = L/2`, `Y = -W/2`, `Y = W/2`.
  - So if we want to grow a vine on the front wall (Y = -W/2):
    Local X coordinates snake around some starting X.
    Local Y is constant at `-W/2 + random_epsilon`.
    Local Z grows from 0 up to `H + peak_height`. When Z exceeds `H`, the vine can start growing along the sloped roof!
    Along the roof slope, the local Y coordinate moves towards 0 (the peak of the roof), and local Z moves towards `peak_h`!
    This is incredibly simple and elegant! The math is 100% robust and produces perfect wall-and-roof-climbing ivy that hugs the house contours perfectly.
Let's write down this beautiful algorithm:
- Local coordinates of house:
- Growth stage 1: Climbing up the wall at X_start, Y = side * W/2.
  Z goes from 0 to H.
  At each step, we move Z up by 0.15m. X has some random walk (e.g. `X_next = X_curr + random(-0.08, 0.08)`). Y has a tiny noise to make it rough and organic.
- Growth stage 2: Once Z reaches H, it transitions to the roof slope!
  For slope side (Y < 0, Y moves towards 0; Z moves towards `peak_h`):
  Let's say at each step, we increment the distance along the slope.
  So Y increases (moves towards 0), and Z increases towards `peak_h`.
  This is a perfect continuation!
  Let's do this. Let's write a python script to generate these climbing vines for a house.
  Let's write down the vertices of the vine stem as a cylinder chain (or simple skin/extrude, or custom meshes), and the leaves as intersecting angled planes.
  Actually, a very light and extremely effective way to represent the vines is to make the stem a series of small, thin wood/vine 3D boxes or cylinders, and the leaves as small double-sided green planes. When textured with our `Foliage` material, they will look 100% organic and realistic!

Let's write Python code to generate this climbing ivy! Let's make sure it's robust and fast. Let's compose the code and execute it to see it in action.

[Tool] Code executed successfully: Ivy generated successfully!

[Assistant]
thought
This is incredibly beautiful! Let's take a viewport screenshot to see the ivy on the house walls.

[Assistant]
 rely on EEVEE-only effects for the final appearance. All materials must show correctly in Cycles. At this stage we are using Blender workbench, so materials don't render their colors. But we can see the geometry looks amazing!
Wait! The viewport camera hasn't changed. Why?
Ah, the viewport camera stayed in its default position. Let's make sure the camera is active, or we can see the ivy that got added. It is the ladder-like structure climbing up the front left of the house frame! Let's rotate the viewport view or move the camera to frame it closer, or better yet, let's write a python script to set up a nice camera and view it in Cycles or Material Preview mode!

Wait, let's design the layout of the entire village!
Let's see: we want three houses.
Let's place them:
- **House 1**: Main foreground cottage.
  - Position: `Vector((-1.0, -1.5, get_terrain_height(-1.0, -1.5)))`. (This is close to the camera).
  - Rotation around Z: -0.2 (approx -11 degrees).
  - Dimensions: L=5.5m, W=3.8m, H=2.4m, Peak=3.5m.
  - This has multiple Ivy growths: Front side, back side, left side.
- **House 2**: Middle-ground cottage.
  - Position: `Vector((5.5, 6.0, get_terrain_height(5.5, 6.0)))`.
  - Rotation around Z: 1.0 (approx 57 degrees).
  - Dimensions: L=6.5m, W=4.2m, H=2.5m, Peak=3.7m.
  - It also has climbing ivy and is partially collapsed (maybe we can increase the missing roof sheet percentage for it to 35%).
- **House 3**: Background partially buried ruin / barn.
  - Position: `Vector((-8.0, 4.0, get_terrain_height(-8.0, 4.0)))`.
  - Rotation around Z: -0.8 (approx -45 degrees).
  - Dimensions: L=5.0m, W=3.5m, H=2.2m, Peak=3.2m.
  - This one represents a completely collapsed frame. We can make its roof sheets 70% missing, which will look exceptionally dilapidated!

Let's also add **grass and foliage scattered on the ground**!
How can we generate scattered grass / plants on the ground?
We can iterate over our terrain:
- In a grid of size e.g. -20m to 20m, we can randomly place grass clumps.
- A grass clump can be a series of simple planes (2-4 intersecting planes with a grass blade shape or simple tapered shape), with the `Foliage` material.
- We can randomly scale them (e.g. 0.15m to 0.4m tall) and rotate them randomly around the Z-axis.
- This creates an extremely organic, lush, overgrown meadow floor!
- Let's do this! If we write a python loop to generate these grass clumps, we can generate say 200 scatter locations. To make it extremely efficient, we can build the vertex and face arrays for all 200 grass clumps and compile them into a *single mesh* object called `Grass_Scatter`!
  This is a master-class in Blender programming: compiling all grass clumps into a single mesh block. It means 0 viewport lag, instant Cycles loading, and superb details!
Let's design the grass clump mesh creator.
A single grass clump consists of say 3 intersecting vertical planes, each slightly curved or flared outward.
Let's define a simple clump of vertices and faces, scale and rotate it, and add it at various ground locations!
This is absolutely brilliant. Let's do the math:
For a single grass clump centered at (0,0,0):
- It has 3 blades.
- Blade 1: Plane along Y, X=0, Z goes from 0 to height. Peak is at Y=0, Z=height. Let's make it look like a diamond.
- Let's write the code for it! It's super simple.

Let's make sure the grass is dense in the front, and sparser in other places, or evenly distributed. 400 grass clumps compiled into a single mesh will look incredibly lush and dense, especially when combined with our detailed ground moss texture, and the ivy!

Let's write a complete script that:
1. Re-creates the terrain.
2. Generates the 3 houses with their specific sizes, positions, and dilapidation percentages.
3. Generates the Ivy climbing up each house.
4. Generates the scattered Grass clumps across the terrain.
5. Sets up excellent lighting:
   - A warm sunset sun light to hit the metallic roof edges and grass blades, producing beautiful glints.
   - A soft blue/grey sky/ambient light (World shader) representing a quiet afternoon or post-rain overcast glow.
6. Sets up the Camera to frame the village beautifully.
   - We will place the camera around (X=-6.5, Y=-10.0, Z=4.0), aiming towards the main houses (around X=1.0, Y=1.5, Z=1.0).
   - This creates a wonderful composition, with House 1 in the foreground, House 2 in the middle-ground, and the rolling valley behind.

Let's write this script and run it! Let's draft it. This is going to be the master script to build the entire environment. Let's construct the code very cleanly.

[Tool] Code executed successfully: H1 mesh compiled and verified!

[Assistant]
thought
Wow! Combining Wood (material index 0) and Metal (material index 1) into a single unified multi-material object is an incredibly smart, clean, and highly robust way of designing the cottages in Blender. It completely eliminates joining operations and works flawlessly.

Now, let's write a python function to generate the climbing ivy for these houses.
Wait! Since the ivy climbs in local house coordinates, we can transform the generated ivy mesh points using the SAME house transformation matrix!
This is extremely simple and clean!
Let's see: `generate_house_ivy_mesh` builds the vertices in local coordinates.
Then we can transform all of its vertices into world space by multiplying them by `house_mat`!
Let's modify `generate_house_ivy_mesh` to:
- Take the `house_mat` (which we define using the house position and Z-rotation).
- Transform all of its vertices into world space before compiling the mesh.
- This means the Ivy will align perfectly with the house, and we don't have to rotate/translate the object afterward; it will be built in world space exactly where the house is!
This is incredibly elegant. Let's do that! Let's write the modified Ivy function and test it. Let's define it.

[Tool] Code executed successfully: World-transformed Ivy generator ready!

[Assistant]
thought
Awesome! This is ready.

Now let's build the **grass clutter scatter generator**!
Let's see: we want dynamic, beautiful overgrown grass blades scattered across the ground.
Let's define a function `generate_grass_scatter(name, num_patches=350, patch_radius=1.5)`:
- We can pick random coordinates `(X, Y)` across the terrain (e.g. from -18 to 18 on both axes).
- The height `Z` is queried using `get_terrain_height(X, Y)`.
- For each position:
  - We can create a small grass clump consisting of 3 crossed diagonal blades (planes).
  - Let's define the local coordinates of 3 crossed planes:
    - Plane 1: angled at 0 degrees.
    - Plane 2: angled at 60 degrees.
    - Plane 3: angled at 120 degrees.
    - Height of each blade is around 0.2m to 0.45m.
    - Width is around 0.05m.
    - We can tilt the blades slightly outward so the clump has a natural, beautiful volume.
  - This is extremely easy to calculate:
    We define 4 vertices for each blade plane:
    `local_verts = [Vector((-w/2, 0, 0)), Vector((w/2, 0, 0)), Vector((w/2, 0, h)), Vector((-w/2, 0, h))]` (with a slight curve or tapering at the top).
    Let's write a simple diamond shape for the blade:
    `v0 = (0, -w/2, 0)`, `v1 = (0, w/2, 0)`, `v2 = (0, 0, h)` (a simple triangular leaf), or a 4-vertex plane that tapers near the top:
    `v0 = (-w/2, 0, 0)`, `v1 = (w/2, 0, 0)`, `v2 = (w/4, 0, h)`, `v3 = (-w/4, 0, h)`.
    And then we rotate this plane by 0, 60, and 120 degrees around the Z axis.
    Then we scale the entire clump randomly (e.g. by 0.7 to 1.4), and translate it to `(X, Y, Z - 0.02)` (sunk slightly into the ground).
  - Let's combine all vertices and faces for all 350 patches into a *single mesh* object called `Village_Grass`!
    This is extremely elegant, completely lightweight, and will render with ultimate speed and stunning complexity in Cycles.
Let's code this grass generator. Let's make sure it assigns the `Foliage` material to all faces. Let's write the code and run it.

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

[Assistant]
thought
Ah, yes! `get_terrain_height` is not defined in the scope of this new session call. I must make sure that all dependent helper functions like `get_terrain_height` are defined inside the script being run.
Let's make sure that whenever I call execution blocks, I include `get_terrain_height` in them. This is very easy to do.

Let's now write a master compilation script.
This script will do EVERYTHING from scratch:
1. Re-create the terrain (so it's clean).
2. Establish the 3 houses with their multi-materials.
3. Call the Ivy generator and grow ivy on multiple walls of each of the 3 houses.
4. Call the Grass clutter scatter generator and paint the meadow.
5. Create a stone pathway or ruined fences if we want.
6. Set up the camera position and angle.
7. Set up the Cycles Renderer, lighting (warm evening sun + cool sky), and background.

Let's carefully design the Camera and Lighting:
For **Lighting**:
- Sun light: e.g. `type='SUN'`.
  - Angle: low angle, say `rotation_euler=(math.radians(72), math.radians(10), math.radians(45))`. This represents a beautiful late afternoon / sunset sun.
  - Energy: 3.5.
  - Color: warm peach/orange `(1.0, 0.75, 0.5)`. This will catch the rusty tin roofs and the grass tips beautifully.
- Ambient Light / World:
  - We can set the background world color to a soft, realistic dark-blue or grey-sky gradient, or simple sky colored light. This will make the shadows look rich and atmospheric.
  - World node setup: simple background color with strength 0.8. Color: `(0.12, 0.15, 0.23)` (cool twilight blue). The combination of orange sunlight and cool blue shadows is a classic painterly look for nature reclamation!

For the **Camera**:
- Let's place the camera at:
  - Location: `Vector((-6.5, -11.0, 3.8))`
  - Rotation: `Euler((math.radians(76), math.radians(0), math.radians(-32)))`
- Let's verify what this is aiming at:
  - The first house is positioned at `(-1.0, -1.5, height)`. This is around (X=-1.0, Y=-1.5), which is in front and slightly right of the camera.
  - The second house is at `(5.5, 6.0, height)`. This is further to the right and back.
  - The third house is at `(-8.0, 4.0, height)`. This is to the left and back.
  - This composition is absolute gold! It creates a wonderful triangular focal layout:
    - House 1 (foreground right/center).
    - House 2 (midground right).
    - House 3 (midground left).
    - The camera path or meadow runs diagonally between them. This will look like a master landscape painting.

Let's combine all of these into a single master script, execute it, and see how it looks! Let's write the whole master script, making sure all functions are defined properly.

[Tool] Error executing code: Communication error with Blender: Code execution error: 'module' object has no attribute 'ViewSettings'

[Assistant]
thought
Ah! `hasattr(bpy.types.ViewSettings, 'view_transform')` failed because `ViewSettings` is not directly inside `bpy.types` (it's actually just inside `bpy.context.scene.view_settings`).
Let's modify that line to simply:
```python
try:
    bpy.context.scene.view_settings.view_transform = 'AgX'
except:
    bpy.context.scene.view_settings.view_transform = 'Filmic'
```
This is a much more Pythonic and robust way of handling it!
Let's make this correction in our script and re-run. Since our other scene creation commands worked before that line, let's see if the scene is already populated or if we should clear it and run the corrected script.
Let's run the corrected script where the view transform properties are wrapped in try-except block. This is perfect! Let's do it immediately.

[Tool] Error executing code: Communication error with Blender: Code execution error: bpy_struct: item.attr = val: enum "High Contrast" not found in ('None', 'AgX - Punchy', 'AgX - Greyscale', 'AgX - Very High Contrast', 'AgX - High Contrast', 'AgX - Medium High Contrast', 'AgX - Base Contrast', 'AgX - Medium Low Contrast', 'AgX - Low Contrast', 'AgX - Very Low Contrast')

User Prompt

get_scene_infoArguments

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get_object_infoArguments

Max Size

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get_viewport_screenshotArguments

Code

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execute_blender_codeArguments

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get_polyhaven_categoriesArguments

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Categories

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Resolution

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download_polyhaven_assetArguments

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set_textureArguments

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get_sketchfab_statusArguments

Query

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get_sketchfab_model_previewArguments

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poll_hunyuan_job_statusArguments

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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")

{"id":"gen-1784090421-fKcSC8DepwxZWIuc713N","object":"chat.completion","created":1784090421,"model":"google/gemini-3.5-flash","provider":"Google","system_fingerprint":null,"service_tier":"default","choices":[{"index":0,"logprobs":null,"finish_reason":"tool_calls","native_finish_reason":"STOP","message":{"role":"assistant","content":"thought\nAha! Super clear error. There is no option simply named `'High Contrast'`, but there is `'AgX - High Contrast'` or others depending on view transform.\nTo 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.\nLet's modify that section to:\n```python\ntry:\n    bpy.context.scene.view_settings.view_transform = 'AgX'\n    bpy.context.scene.view_settings.look = 'AgX - High Contrast'\nexcept:\n    try:\n        bpy.context.scene.view_settings.view_transform = 'Filmic'\n        bpy.context.scene.view_settings.look = 'High Contrast'\n    except:\n        pass\n```\nThis is 100% robust and will never fail! Let's update and run this section block. This will compile the scene perfectly!","refusal":null,"reasoning":null,"tool_calls":[{"type":"function","index":0,"id":"tool_execute_blender_code_N02s1KUnX0uc49r1jbxc","function":{"name":"execute_blender_code","arguments":"{\"code\":\"import bpy\\nimport math\\nimport random\\nfrom mathutils import Vector, Euler, Matrix\\n\\n# Clear all mesh and lamp objects, keep materials if they are there\\nbpy.ops.object.select_all(action='SELECT')\\nbpy.ops.object.delete(use_global=False)\\n\\n# Clean up orphan data\\nfor block in bpy.data.meshes:\\n    if block.users == 0:\\n        bpy.data.meshes.remove(block)\\n\\n# --- Define Terrain Math ---\\ndef get_terrain_height(x, y):\\n    z = 1.0 * math.sin(x * 0.1) * math.cos(y * 0.1)\\n    z += 0.4 * math.sin(x * 0.3) * math.sin(y * 0.4)\\n    z += 0.12 * math.cos(x * 0.8 + y * 0.5)\\n    path_dist = abs(x + y * 0.5) / 10.0\\n    if path_dist < 1.0:\\n        z -= (1.0 - path_dist) * 0.6\\n    return z\\n\\n# --- 1. RECREATE TERRAIN ---\\nbpy.ops.mesh.primitive_grid_add(x_subdivisions=120, y_subdivisions=120, size=50, location=(0, 0, 0))\\nterrain = bpy.context.object\\nterrain.name = \\\"Terrain\\\"\\nmat_g = bpy.data.materials.get(\\\"Ground_Moss\\\")\\nif mat_g:\\n    terrain.data.materials.append(mat_g)\\n    \\nmesh = terrain.data\\nfor vert in mesh.vertices:\\n    vert.co.z = get_terrain_height(vert.co.x, vert.co.y)\\nbpy.ops.object.shade_smooth()\\n\\n\\n# --- Define Sheet & House & Ivy & Grass Helpers ---\\n\\ndef create_corrugated_sheet_data(w=1.0, l=1.8, wave_h=0.025, wave_num=6):\\n    verts = []\\n    faces = []\\n    steps = wave_num * 4\\n    for j in range(2):\\n        y = -l/2.0 if j == 0 else l/2.0\\n        for i in range(steps + 1):\\n            t = i / steps\\n            x = -w/2.0 + t * w\\n            z = wave_h * math.sin(t * wave_num * 2.0 * math.pi)\\n            verts.append(Vector((x, y, z)))\\n    for i in range(steps):\\n        v1 = i\\n        v2 = i + 1\\n        v3 = v2 + (steps + 1)\\n        v4 = v1 + (steps + 1)\\n        faces.append((v1, v4, v3, v2))\\n    return verts, faces\\n\\ndef 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):\\n    all_verts = []\\n    all_faces = []\\n    materials_list = [bpy.data.materials.get(\\\"Weathered_Wood\\\"), bpy.data.materials.get(\\\"Rusted_Metal\\\")]\\n    all_face_mats = []\\n    \\n    p_w = 0.22\\n    p_d = 0.025\\n    \\n    house_mat = Matrix.Translation(pos) @ Euler((0, 0, rot_z)).to_matrix().to_4x4()\\n    \\n    def add_box(local_pos, size, rot, mat_idx=0):\\n        v_offset = len(all_verts)\\n        sx, sy, sz = size[0]/2.0, size[1]/2.0, size[2]/2.0\\n        local_verts = [\\n            Vector((-sx, -sy, -sz)), Vector((sx, -sy, -sz)),\\n            Vector((sx, sy, -sz)), Vector((-sx, sy, -sz)),\\n            Vector((-sx, -sy, sz)), Vector((sx, -sy, sz)),\\n            Vector((sx, sy, sz)), Vector((-sx, sy, sz))\\n        ]\\n        local_mat = Matrix.Translation(local_pos) @ rot.to_matrix().to_4x4()\\n        for lv in local_verts:\\n            all_verts.append(house_mat @ (local_mat @ lv))\\n            \\n        local_faces = [\\n            (0, 1, 2, 3), (4, 7, 6, 5), (0, 4, 5, 1),\\n            (1, 5, 6, 2), (2, 6, 7, 3), (3, 7, 4, 0)\\n        ]\\n        for lf in local_faces:\\n            all_faces.append((lf[0]+v_offset, lf[1]+v_offset, lf[2]+v_offset, lf[3]+v_offset))\\n            all_face_mats.append(mat_idx)\\n\\n    # 1. Timber posts\\n    post_sz = 0.12\\n    for cx in [-l/2.0 + post_sz/2.0, l/2.0 - post_sz/2.0]:\\n        for cy in [-w/2.0 + post_sz/2.0, w/2.0 - post_sz/2.0]:\\n            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)\\n\\n    # 2. Support rafters\\n    beam_sz = 0.08\\n    num_rafters = 5\\n    slope_angle = math.atan((ph - h) / (w / 2.0))\\n    slope_len = math.sqrt((w/2.0)**2 + (ph - h)**2)\\n    for r in range(num_rafters):\\n        t = r / (num_rafters - 1)\\n        rx = -l/2.0 + t * l\\n        add_box(Vector((rx, 0, h)), (beam_sz, w * 0.9, beam_sz), Euler((0,0,0)), 0)\\n        add_box(Vector((rx, -w/4.0, h + (ph-h)/2.0)), (beam_sz, beam_sz, slope_len), Euler((slope_angle, 0, 0)), 0)\\n        add_box(Vector((rx, w/4.0, h + (ph-h)/2.0)), (beam_sz, beam_sz, slope_len), Euler((-slope_angle, 0, 0)), 0)\\n\\n    # 3. Front Wall (Y = -w/2)\\n    num_steps_x = int(l / p_w)\\n    for i in range(num_steps_x + 1):\\n        x = -l/2.0 + i * p_w\\n        if abs(x) < 0.6:  # door way\\n            continue\\n        if random.random() < 0.12:\\n            continue\\n        plank_h = h\\n        tilted_angle = 0.0\\n        pos_offset_z = 0.0\\n        if random.random() < 0.15:\\n            plank_h = h * random.uniform(0.12, 0.6)\\n            pos_offset_z = - (h - plank_h) / 2.0\\n        if random.random() < 0.25:\\n            tilted_angle = random.uniform(-0.08, 0.08)\\n        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)\\n\\n    # 4. Back Wall (Y = w/2)\\n    for i in range(num_steps_x + 1):\\n        x = -l/2.0 + i * p_w\\n        if abs(x) < 0.6 and random.random() < 0.5:\\n            continue\\n        if random.random() < 0.12:\\n            continue\\n        plank_h = h\\n        tilted_angle = 0.0\\n        pos_offset_z = 0.0\\n        if random.random() < 0.15:\\n            plank_h = h * random.uniform(0.12, 0.6)\\n            pos_offset_z = - (h - plank_h) / 2.0\\n        if random.random() < 0.25:\\n            tilted_angle = random.uniform(-0.08, 0.08)\\n        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)\\n\\n    # 5. Left Wall (X = -l/2)\\n    num_steps_y = int(w / p_w)\\n    for i in range(num_steps_y + 1):\\n        y = -w/2.0 + i * p_w\\n        if abs(y) < 0.5: # window\\n            continue\\n        if random.random() < 0.12:\\n            continue\\n        plank_h = h\\n        tilted_angle = 0.0\\n        pos_offset_z = 0.0\\n        if random.random() < 0.15:\\n            plank_h = h * random.uniform(0.12, 0.6)\\n            pos_offset_z = - (h - plank_h) / 2.0\\n        if random.random() < 0.25:\\n            tilted_angle = random.uniform(-0.08, 0.08)\\n        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)\\n\\n    # 6. Right Wall (X = l/2)\\n    for i in range(num_steps_y + 1):\\n        y = -w/2.0 + i * p_w\\n        if abs(y) < 0.5 and random.random() < 0.5:\\n            continue\\n        if random.random() < 0.12:\\n            continue\\n        plank_h = h\\n        tilted_angle = 0.0\\n        pos_offset_z = 0.0\\n        if random.random() < 0.15:\\n            plank_h = h * random.uniform(0.12, 0.6)\\n            pos_offset_z = - (h - plank_h) / 2.0\\n        if random.random() < 0.25:\\n            tilted_angle = random.uniform(-0.08, 0.08)\\n        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)\\n\\n    # 7. Gable walls\\n    p_h = 0.20\\n    g_h = ph - h\\n    for j in range(int(g_h / p_h) + 1):\\n        rel_h = j * p_h\\n        cl_rel_h = min(rel_h, g_h)\\n        plank_w = (1.0 - (cl_rel_h / g_h)) * w\\n        if plank_w < 0.1: continue\\n        if random.random() > 0.15:\\n            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)\\n        if random.random() > 0.15:\\n            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)\\n\\n    # 8. Corrugated sheets\\n    sheet_w = 0.95\\n    sheet_l = 1.35\\n    for slope_side in [-1, 1]:\\n        rot_x = slope_side * slope_angle\\n        cols = int((l + 0.4) / (sheet_w * 0.85)) + 1\\n        rows = 2\\n        \\n        for r in range(rows):\\n            for c in range(cols):\\n                if random.random() < missing_roof_prob:\\n                    continue\\n                    \\n                t_slope = 0.25 if r == 0 else 0.75\\n                dist_slope = t_slope * slope_len - 0.15\\n                \\n                ly = slope_side * (dist_slope * math.cos(slope_angle))\\n                lz = h + dist_slope * math.sin(slope_angle)\\n                lx = -l/2.0 - 0.1 + c * (sheet_w * 0.82)\\n                \\n                offset_x = random.uniform(-0.02, 0.02)\\n                offset_y = random.uniform(-0.02, 0.02)\\n                offset_z = random.uniform(-0.01, 0.01)\\n                \\n                rot_offset_x = 0.0\\n                rot_offset_y = 0.0\\n                rot_offset_z = 0.0\\n                \\n                if random.random() < 0.22: # Slipped sheet\\n                    offset_y += slope_side * random.uniform(0.12, 0.45)\\n                    offset_z -= random.uniform(0.04, 0.08)\\n                    rot_offset_z = random.uniform(-0.18, 0.18)\\n                    rot_offset_x = random.uniform(-0.04, 0.04)\\n                elif random.random() < 0.15:\\n                    rot_offset_z = random.uniform(-0.05, 0.05)\\n                \\n                s_verts, s_faces = create_corrugated_sheet_data(w=sheet_w, l=sheet_l)\\n                sheet_local_pos = Vector((lx + offset_x, ly + offset_y, lz + offset_z))\\n                sheet_local_rot = Euler((rot_x + rot_offset_x, rot_offset_y, rot_offset_z))\\n                sheet_local_matrix = Matrix.Translation(sheet_local_pos) @ sheet_local_rot.to_matrix().to_4x4()\\n                \\n                v_offset = len(all_verts)\\n                for sv in s_verts:\\n                    all_verts.append(house_mat @ (sheet_local_matrix @ sv))\\n                for sf in s_faces:\\n                    all_faces.append((sf[0]+v_offset, sf[1]+v_offset, sf[2]+v_offset, sf[3]+v_offset))\\n                    all_face_mats.append(1)\\n\\n    mesh = bpy.data.meshes.new(name)\\n    obj = bpy.data.objects.new(name, mesh)\\n    bpy.context.collection.objects.link(obj)\\n    \\n    v_tuples = [v.to_tuple() for v in all_verts]\\n    mesh.from_pydata(v_tuples, [], all_faces)\\n    mesh.update()\\n    \\n    for mat in materials_list:\\n        if mat:\\n            obj.data.materials.append(mat)\\n    for face_idx, mat_idx in enumerate(all_face_mats):\\n        mesh.polygons[face_idx].material_index = mat_idx\\n        \\n    solidify = obj.modifiers.new(name=\\\"Solidify\\\", type='SOLIDIFY')\\n    solidify.thickness = 0.012\\n    \\n    bpy.ops.object.select_all(action='DESELECT')\\n    obj.select_set(True)\\n    bpy.context.view_layer.objects.active = obj\\n    bpy.ops.object.shade_smooth()\\n    return obj\\n\\ndef 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):\\n    all_verts = []\\n    all_faces = []\\n    \\n    stem_r = 0.012\\n    leaf_sz = 0.15\\n    \\n    house_mat = Matrix.Translation(pos) @ Euler((0, 0, rot_z)).to_matrix().to_4x4()\\n    \\n    def add_stem_segment(p1, p2):\\n        v_offset = len(all_verts)\\n        dir_v = p2 - p1\\n        dist = dir_v.length\\n        if dist < 0.001: return\\n        \\n        center = p1 + dir_v * 0.5\\n        rotation = dir_v.to_track_quat('Z', 'Y').to_euler()\\n        \\n        sx, sy, sz = stem_r, stem_r, dist/2.0\\n        local_verts = [\\n            Vector((-sx, -sy, -sz)), Vector((sx, -sy, -sz)),\\n            Vector((sx, sy, -sz)), Vector((-sx, sy, -sz)),\\n            Vector((-sx, -sy, sz)), Vector((sx, -sy, sz)),\\n            Vector((sx, sy, sz)), Vector((-sx, sy, sz))\\n        ]\\n        local_mat = Matrix.Translation(center) @ rotation.to_matrix().to_4x4()\\n        for lv in local_verts:\\n            all_verts.append(house_mat @ (local_mat @ lv))\\n            \\n        local_faces = [\\n            (0, 1, 2, 3), (4, 7, 6, 5), (0, 4, 5, 1),\\n            (1, 5, 6, 2), (2, 6, 7, 3), (3, 7, 4, 0)\\n        ]\\n        for lf in local_faces:\\n            all_faces.append((lf[0]+v_offset, lf[1]+v_offset, lf[2]+v_offset, lf[3]+v_offset))\\n\\n    def add_leaf(pos_local, normal_local):\\n        v_offset = len(all_verts)\\n        sz = leaf_sz / 2.0\\n        \\n        up = Vector((0, 0, 1))\\n        tangent = normal_local.cross(up)\\n        if tangent.length < 0.01:\\n            tangent = normal_local.cross(Vector((0, 1, 0)))\\n        tangent.normalize()\\n        bitangent = normal_local.cross(tangent).normalized()\\n        \\n        l_verts = [\\n            pos_local - tangent * sz - bitangent * sz + normal_local * 0.02,\\n            pos_local + tangent * sz - bitangent * sz + normal_local * 0.02,\\n            pos_local + tangent * sz + bitangent * sz + normal_local * 0.08,\\n            pos_local - tangent * sz + bitangent * sz + normal_local * 0.08\\n        ]\\n        for lv in l_verts:\\n            all_verts.append(house_mat @ lv)\\n        all_faces.append((v_offset, v_offset+1, v_offset+2, v_offset+3))\\n\\n    for b in range(num_branches):\\n        curr_x = x_start + random.uniform(-0.15, 0.15)\\n        curr_z = -0.1\\n        \\n        if side == 'front':\\n            curr_y = -w/2.0 - 0.02\\n            wall_normal = Vector((0, -1, 0))\\n        elif side == 'back':\\n            curr_y = w/2.0 + 0.02\\n            wall_normal = Vector((0, 1, 0))\\n        elif side == 'left':\\n            curr_x = -l/2.0 - 0.02\\n            curr_y = x_start\\n            wall_normal = Vector((-1, 0, 0))\\n        else:\\n            curr_x = l/2.0 + 0.02\\n            curr_y = x_start\\n            wall_normal = Vector((1, 0, 0))\\n            \\n        curr_p = Vector((curr_x, curr_y, curr_z))\\n        \\n        step_len = 0.16\\n        steps = int(h / step_len) + 5\\n        \\n        for s in range(steps):\\n            next_z = curr_p.z + step_len * random.uniform(0.7, 1.2)\\n            if next_z > h: break\\n                \\n            if side in ['front', 'back']:\\n                next_x = curr_p.x + random.uniform(-0.12, 0.12)\\n                next_y = curr_p.y + random.uniform(-0.01, 0.01)\\n            else:\\n                next_x = curr_p.x + random.uniform(-0.01, 0.01)\\n                next_y = curr_p.y + random.uniform(-0.12, 0.12)\\n                \\n            next_p = Vector((next_x, next_y, next_z))\\n            add_stem_segment(curr_p, next_p)\\n            \\n            if random.random() < 0.85:\\n                add_leaf(next_p, wall_normal)\\n                if random.random() < 0.5:\\n                    add_leaf(next_p + Vector((0,0,0.05)), wall_normal)\\n            curr_p = next_p\\n            \\n        if side in ['front', 'back']:\\n            slope_side = -1 if side == 'front' else 1\\n            slope_angle = math.atan((ph - h) / (w / 2.0))\\n            roof_normal = Vector((0, -slope_side * math.sin(slope_angle), math.cos(slope_angle)))\\n            \\n            roof_steps = 14\\n            for rs in range(roof_steps):\\n                dist_to_peak = abs(curr_p.y)\\n                if dist_to_peak < 0.1: break\\n                    \\n                step_y = 0.18 * math.cos(slope_angle)\\n                next_y = curr_p.y + slope_side * step_y\\n                if (slope_side == -1 and next_y > 0.0) or (slope_side == 1 and next_y < 0.0):\\n                    next_y = 0.0\\n                    \\n                t_slope = 1.0 - (abs(next_y) / (w/2.0))\\n                next_z = h + t_slope * (ph - h) + random.uniform(0.01, 0.04)\\n                next_x = curr_p.x + random.uniform(-0.12, 0.12)\\n                \\n                next_p = Vector((next_x, next_y, next_z))\\n                add_stem_segment(curr_p, next_p)\\n                add_leaf(next_p, roof_normal)\\n                if random.random() < 0.7:\\n                    add_leaf(next_p, roof_normal)\\n                curr_p = next_p\\n\\n    mesh = bpy.data.meshes.new(name)\\n    obj = bpy.data.objects.new(name, mesh)\\n    bpy.context.collection.objects.link(obj)\\n    \\n    v_tuples = [v.to_tuple() for v in all_verts]\\n    mesh.from_pydata(v_tuples, [], all_faces)\\n    mesh.update()\\n    \\n    mat_foliage = bpy.data.materials.get(\\\"Foliage\\\")\\n    if mat_foliage:\\n        obj.data.materials.append(mat_foliage)\\n        \\n    bpy.ops.object.select_all(action='DESELECT')\\n    obj.select_set(True)\\n    bpy.context.view_layer.objects.active = obj\\n    bpy.ops.object.shade_smooth()\\n    return obj\\n\\ndef generate_village_grass(name, num_clumps=2000, x_range=(-22.0, 22.0), y_range=(-22.0, 22.0)):\\n    all_verts = []\\n    all_faces = []\\n    \\n    b_w = 0.04\\n    b_h = 0.35\\n    angles_rad = [0.0, math.pi / 3.0, 2.0 * math.pi / 3.0]\\n    \\n    house_centers = [Vector((-1.0, -1.5)), Vector((5.5, 6.0)), Vector((-8.0, 4.0))]\\n    \\n    for _ in range(num_clumps):\\n        rx = random.uniform(x_range[0], x_range[1])\\n        ry = random.uniform(y_range[0], y_range[1])\\n        rz = get_terrain_height(rx, ry)\\n        \\n        in_house = False\\n        for hp in house_centers:\\n            if (Vector((rx, ry)) - hp).length < 2.5:\\n                if random.random() < 0.8:\\n                    in_house = True\\n                    break\\n        if in_house: continue\\n            \\n        clump_scale = random.uniform(0.65, 1.3)\\n        clump_rot_z = random.uniform(0.0, 2.0 * math.pi)\\n        \\n        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()\\n        \\n        for angle in angles_rad:\\n            v_offset = len(all_verts)\\n            tilt = random.uniform(0.1, 0.25)\\n            blade_rot = Euler((0.0, tilt, angle)).to_matrix().to_4x4()\\n            \\n            bh = b_h * clump_scale * random.uniform(0.8, 1.25)\\n            bw = b_w * clump_scale * random.uniform(0.8, 1.2)\\n            \\n            local_verts = [\\n                Vector((-bw/2.0, 0, 0)), Vector((bw/2.0, 0, 0)),\\n                Vector((bw/4.0, 0, bh)), Vector((-bw/4.0, 0, bh))\\n            ]\\n            for lv in local_verts:\\n                all_verts.append(clump_mat @ (blade_rot @ lv))\\n            all_faces.append((v_offset, v_offset+1, v_offset+2, v_offset+3))\\n\\n    mesh = bpy.data.meshes.new(name)\\n    obj = bpy.data.objects.new(name, mesh)\\n    bpy.context.collection.objects.link(obj)\\n    \\n    v_tuples = [v.to_tuple() for v in all_verts]\\n    mesh.from_pydata(v_tuples, [], all_faces)\\n    mesh.update()\\n    \\n    mat_foliage = bpy.data.materials.get(\\\"Foliage\\\")\\n    if mat_foliage:\\n        obj.data.materials.append(mat_foliage)\\n        \\n    bpy.ops.object.select_all(action='DESELECT')\\n    obj.select_set(True)\\n    bpy.context.view_layer.objects.active = obj\\n    bpy.ops.object.shade_smooth()\\n    return obj\\n\\n\\n# --- 2. ASSEMBLE HOUSES AND GROW IVY ---\\n\\nh1_pos = Vector((-1.0, -1.5, get_terrain_height(-1.0, -1.5)))\\ncreate_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)\\ngenerate_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)\\ngenerate_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)\\n\\nh2_pos = Vector((5.5, 6.0, get_terrain_height(5.5, 6.0)))\\ncreate_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)\\ngenerate_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)\\ngenerate_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)\\n\\nh3_pos = Vector((-8.0, 4.0, get_terrain_height(-8.0, 4.0)))\\ncreate_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)\\ngenerate_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)\\ngenerate_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)\\n\\n\\n# --- 3. GENERATE MEADOW SCATTER ---\\ngenerate_village_grass(\\\"Village_Grass_Field\\\", num_clumps=2500)\\n\\n\\n# --- 4. LIGHTING & ENVIRONMENT SETUPS ---\\n\\nbpy.context.scene.use_nodes = True\\nworld = bpy.context.scene.world\\nworld.use_nodes = True\\nw_nodes = world.node_tree.nodes\\nw_links = world.node_tree.links\\nfor n in list(w_nodes):\\n    w_nodes.remove(n)\\n\\nw_out = w_nodes.new('ShaderNodeOutputWorld')\\nw_bg = w_nodes.new('ShaderNodeBackground')\\nw_bg.inputs['Color'].default_value = (0.10, 0.14, 0.22, 1.0)\\nw_bg.inputs['Strength'].default_value = 0.65\\nw_links.new(w_bg.outputs['Background'], w_out.inputs['Surface'])\\n\\nsun_data = bpy.data.lights.new(name=\\\"Sunset_Sun\\\", type='SUN')\\nsun_data.energy = 5.0\\nsun_data.color = (0.98, 0.72, 0.45)\\nsun_data.angle = 0.15\\nsun_obj = bpy.data.objects.new(name=\\\"Sunset_Sun\\\", object_data=sun_data)\\nbpy.context.collection.objects.link(sun_obj)\\nsun_obj.rotation_euler = (math.radians(74), math.radians(6), math.radians(48))\\n\\n\\n# --- 5. CAMERA COMPOSITION SETUP ---\\n\\ncam_data = bpy.data.cameras.new(name=\\\"ContestantCam\\\")\\ncam_data.lens = 28\\ncam_obj = bpy.data.objects.new(name=\\\"Contestant_Camera\\\", object_data=cam_data)\\nbpy.context.collection.objects.link(cam_obj)\\ncam_obj.location = Vector((-6.8, -10.5, 3.6))\\ncam_obj.rotation_euler = (math.radians(77), math.radians(0), math.radians(-32))\\nbpy.context.scene.camera = cam_obj\\n\\n\\n# --- 6. RENDER ENGINE CYCLES ENGINE SETUPS ---\\nbpy.context.scene.render.engine = 'CYCLES'\\nbpy.context.scene.cycles.samples = 64\\nbpy.context.scene.cycles.use_denoising = True\\n\\ntry:\\n    bpy.context.scene.view_settings.view_transform = 'AgX'\\n    bpy.context.scene.view_settings.look = 'AgX - High Contrast'\\nexcept:\\n    try:\\n        bpy.context.scene.view_settings.view_transform = 'Filmic'\\n        bpy.context.scene.view_settings.look = 'High Contrast'\\n    except:\\n        pass\\n\\nprint(\\\"Master compilation completed flawlessly!\\\")\\n\",\"user_prompt\":\"Re-run full master setup with robust look styling block\"}"}}],"reasoning_details":[{"type":"reasoning.encrypted","data":"ZTI0ODMwYTctNWNkNi00MmZlLTk5OGItZWU1MzllNzJiOWMz","format":"google-gemini-v1","id":"tool_execute_blender_code_N02s1KUnX0uc49r1jbxc","index":0}]}}],"usage":{"prompt_tokens":65788,"completion_tokens":8657,"total_tokens":74445,"cost":0.13322355,"is_byok":false,"prompt_tokens_details":{"cached_tokens":32127,"cache_write_tokens":0,"audio_tokens":0,"video_tokens":0},"cost_details":{"upstream_inference_cost":0.13322355,"upstream_inference_prompt_cost":0.05531055,"upstream_inference_completions_cost":0.077913},"completion_tokens_details":{"reasoning_tokens":0,"image_tokens":0,"audio_tokens":0}}}

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":"import bpy\nimport math\nimport random\nfrom mathutils import Vector, Euler, Matrix\n\n# Clear all mesh and lamp objects, keep materials if they are there\nbpy.ops.object.select_all(action='SELECT')\nbpy.ops.object.delete(use_global=False)\n\n# Clean up orphan data\nfor block in bpy.data.meshes:\n    if block.users == 0:\n        bpy.data.meshes.remove(block)\n\n# --- Define Terrain Math ---\ndef get_terrain_height(x, y):\n    z = 1.0 * math.sin(x * 0.1) * math.cos(y * 0.1)\n    z += 0.4 * math.sin(x * 0.3) * math.sin(y * 0.4)\n    z += 0.12 * math.cos(x * 0.8 + y * 0.5)\n    path_dist = abs(x + y * 0.5) / 10.0\n    if path_dist < 1.0:\n        z -= (1.0 - path_dist) * 0.6\n    return z\n\n# --- 1. RECREATE TERRAIN ---\nbpy.ops.mesh.primitive_grid_add(x_subdivisions=120, y_subdivisions=120, size=50, location=(0, 0, 0))\nterrain = bpy.context.object\nterrain.name = \"Terrain\"\nmat_g = bpy.data.materials.get(\"Ground_Moss\")\nif mat_g:\n    terrain.data.materials.append(mat_g)\n    \nmesh = terrain.data\nfor vert in mesh.vertices:\n    vert.co.z = get_terrain_height(vert.co.x, vert.co.y)\nbpy.ops.object.shade_smooth()\n\n\n# --- Define Sheet & House & Ivy & Grass Helpers ---\n\ndef create_corrugated_sheet_data(w=1.0, l=1.8, wave_h=0.025, wave_num=6):\n    verts = []\n    faces = []\n    steps = wave_num * 4\n    for j in range(2):\n        y = -l/2.0 if j == 0 else l/2.0\n        for i in range(steps + 1):\n            t = i / steps\n            x = -w/2.0 + t * w\n            z = wave_h * math.sin(t * wave_num * 2.0 * math.pi)\n            verts.append(Vector((x, y, z)))\n    for i in range(steps):\n        v1 = i\n        v2 = i + 1\n        v3 = v2 + (steps + 1)\n        v4 = v1 + (steps + 1)\n        faces.append((v1, v4, v3, v2))\n    return verts, faces\n\ndef 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):\n    all_verts = []\n    all_faces = []\n    materials_list = [bpy.data.materials.get(\"Weathered_Wood\"), bpy.data.materials.get(\"Rusted_Metal\")]\n    all_face_mats = []\n    \n    p_w = 0.22\n    p_d = 0.025\n    \n    house_mat = Matrix.Translation(pos) @ Euler((0, 0, rot_z)).to_matrix().to_4x4()\n    \n    def add_box(local_pos, size, rot, mat_idx=0):\n        v_offset = len(all_verts)\n        sx, sy, sz = size[0]/2.0, size[1]/2.0, size[2]/2.0\n        local_verts = [\n            Vector((-sx, -sy, -sz)), Vector((sx, -sy, -sz)),\n            Vector((sx, sy, -sz)), Vector((-sx, sy, -sz)),\n            Vector((-sx, -sy, sz)), Vector((sx, -sy, sz)),\n            Vector((sx, sy, sz)), Vector((-sx, sy, sz))\n        ]\n        local_mat = Matrix.Translation(local_pos) @ rot.to_matrix().to_4x4()\n        for lv in local_verts:\n            all_verts.append(house_mat @ (local_mat @ lv))\n            \n        local_faces = [\n            (0, 1, 2, 3), (4, 7, 6, 5), (0, 4, 5, 1),\n            (1, 5, 6, 2), (2, 6, 7, 3), (3, 7, 4, 0)\n        ]\n        for lf in local_faces:\n            all_faces.append((lf[0]+v_offset, lf[1]+v_offset, lf[2]+v_offset, lf[3]+v_offset))\n            all_face_mats.append(mat_idx)\n\n    # 1. Timber posts\n    post_sz = 0.12\n    for cx in [-l/2.0 + post_sz/2.0, l/2.0 - post_sz/2.0]:\n        for cy in [-w/2.0 + post_sz/2.0, w/2.0 - post_sz/2.0]:\n            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)\n\n    # 2. Support rafters\n    beam_sz = 0.08\n    num_rafters = 5\n    slope_angle = math.atan((ph - h) / (w / 2.0))\n    slope_len = math.sqrt((w/2.0)**2 + (ph - h)**2)\n    for r in range(num_rafters):\n        t = r / (num_rafters - 1)\n        rx = -l/2.0 + t * l\n        add_box(Vector((rx, 0, h)), (beam_sz, w * 0.9, beam_sz), Euler((0,0,0)), 0)\n        add_box(Vector((rx, -w/4.0, h + (ph-h)/2.0)), (beam_sz, beam_sz, slope_len), Euler((slope_angle, 0, 0)), 0)\n        add_box(Vector((rx, w/4.0, h + (ph-h)/2.0)), (beam_sz, beam_sz, slope_len), Euler((-slope_angle, 0, 0)), 0)\n\n    # 3. Front Wall (Y = -w/2)\n    num_steps_x = int(l / p_w)\n    for i in range(num_steps_x + 1):\n        x = -l/2.0 + i * p_w\n        if abs(x) < 0.6:  # door way\n            continue\n        if random.random() < 0.12:\n            continue\n        plank_h = h\n        tilted_angle = 0.0\n        pos_offset_z = 0.0\n        if random.random() < 0.15:\n            plank_h = h * random.uniform(0.12, 0.6)\n            pos_offset_z = - (h - plank_h) / 2.0\n        if random.random() < 0.25:\n            tilted_angle = random.uniform(-0.08, 0.08)\n        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)\n\n    # 4. Back Wall (Y = w/2)\n    for i in range(num_steps_x + 1):\n        x = -l/2.0 + i * p_w\n        if abs(x) < 0.6 and random.random() < 0.5:\n            continue\n        if random.random() < 0.12:\n            continue\n        plank_h = h\n        tilted_angle = 0.0\n        pos_offset_z = 0.0\n        if random.random() < 0.15:\n            plank_h = h * random.uniform(0.12, 0.6)\n            pos_offset_z = - (h - plank_h) / 2.0\n        if random.random() < 0.25:\n            tilted_angle = random.uniform(-0.08, 0.08)\n        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)\n\n    # 5. Left Wall (X = -l/2)\n    num_steps_y = int(w / p_w)\n    for i in range(num_steps_y + 1):\n        y = -w/2.0 + i * p_w\n        if abs(y) < 0.5: # window\n            continue\n        if random.random() < 0.12:\n            continue\n        plank_h = h\n        tilted_angle = 0.0\n        pos_offset_z = 0.0\n        if random.random() < 0.15:\n            plank_h = h * random.uniform(0.12, 0.6)\n            pos_offset_z = - (h - plank_h) / 2.0\n        if random.random() < 0.25:\n            tilted_angle = random.uniform(-0.08, 0.08)\n        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)\n\n    # 6. Right Wall (X = l/2)\n    for i in range(num_steps_y + 1):\n        y = -w/2.0 + i * p_w\n        if abs(y) < 0.5 and random.random() < 0.5:\n            continue\n        if random.random() < 0.12:\n            continue\n        plank_h = h\n        tilted_angle = 0.0\n        pos_offset_z = 0.0\n        if random.random() < 0.15:\n            plank_h = h * random.uniform(0.12, 0.6)\n            pos_offset_z = - (h - plank_h) / 2.0\n        if random.random() < 0.25:\n            tilted_angle = random.uniform(-0.08, 0.08)\n        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)\n\n    # 7. Gable walls\n    p_h = 0.20\n    g_h = ph - h\n    for j in range(int(g_h / p_h) + 1):\n        rel_h = j * p_h\n        cl_rel_h = min(rel_h, g_h)\n        plank_w = (1.0 - (cl_rel_h / g_h)) * w\n        if plank_w < 0.1: continue\n        if random.random() > 0.15:\n            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)\n        if random.random() > 0.15:\n            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)\n\n    # 8. Corrugated sheets\n    sheet_w = 0.95\n    sheet_l = 1.35\n    for slope_side in [-1, 1]:\n        rot_x = slope_side * slope_angle\n        cols = int((l + 0.4) / (sheet_w * 0.85)) + 1\n        rows = 2\n        \n        for r in range(rows):\n            for c in range(cols):\n                if random.random() < missing_roof_prob:\n                    continue\n                    \n                t_slope = 0.25 if r == 0 else 0.75\n                dist_slope = t_slope * slope_len - 0.15\n                \n                ly = slope_side * (dist_slope * math.cos(slope_angle))\n                lz = h + dist_slope * math.sin(slope_angle)\n                lx = -l/2.0 - 0.1 + c * (sheet_w * 0.82)\n                \n                offset_x = random.uniform(-0.02, 0.02)\n                offset_y = random.uniform(-0.02, 0.02)\n                offset_z = random.uniform(-0.01, 0.01)\n                \n                rot_offset_x = 0.0\n                rot_offset_y = 0.0\n                rot_offset_z = 0.0\n                \n                if random.random() < 0.22: # Slipped sheet\n                    offset_y += slope_side * random.uniform(0.12, 0.45)\n                    offset_z -= random.uniform(0.04, 0.08)\n                    rot_offset_z = random.uniform(-0.18, 0.18)\n                    rot_offset_x = random.uniform(-0.04, 0.04)\n                elif random.random() < 0.15:\n                    rot_offset_z = random.uniform(-0.05, 0.05)\n                \n                s_verts, s_faces = create_corrugated_sheet_data(w=sheet_w, l=sheet_l)\n                sheet_local_pos = Vector((lx + offset_x, ly + offset_y, lz + offset_z))\n                sheet_local_rot = Euler((rot_x + rot_offset_x, rot_offset_y, rot_offset_z))\n                sheet_local_matrix = Matrix.Translation(sheet_local_pos) @ sheet_local_rot.to_matrix().to_4x4()\n                \n                v_offset = len(all_verts)\n                for sv in s_verts:\n                    all_verts.append(house_mat @ (sheet_local_matrix @ sv))\n                for sf in s_faces:\n                    all_faces.append((sf[0]+v_offset, sf[1]+v_offset, sf[2]+v_offset, sf[3]+v_offset))\n                    all_face_mats.append(1)\n\n    mesh = bpy.data.meshes.new(name)\n    obj = bpy.data.objects.new(name, mesh)\n    bpy.context.collection.objects.link(obj)\n    \n    v_tuples = [v.to_tuple() for v in all_verts]\n    mesh.from_pydata(v_tuples, [], all_faces)\n    mesh.update()\n    \n    for mat in materials_list:\n        if mat:\n            obj.data.materials.append(mat)\n    for face_idx, mat_idx in enumerate(all_face_mats):\n        mesh.polygons[face_idx].material_index = mat_idx\n        \n    solidify = obj.modifiers.new(name=\"Solidify\", type='SOLIDIFY')\n    solidify.thickness = 0.012\n    \n    bpy.ops.object.select_all(action='DESELECT')\n    obj.select_set(True)\n    bpy.context.view_layer.objects.active = obj\n    bpy.ops.object.shade_smooth()\n    return obj\n\ndef 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):\n    all_verts = []\n    all_faces = []\n    \n    stem_r = 0.012\n    leaf_sz = 0.15\n    \n    house_mat = Matrix.Translation(pos) @ Euler((0, 0, rot_z)).to_matrix().to_4x4()\n    \n    def add_stem_segment(p1, p2):\n        v_offset = len(all_verts)\n        dir_v = p2 - p1\n        dist = dir_v.length\n        if dist < 0.001: return\n        \n        center = p1 + dir_v * 0.5\n        rotation = dir_v.to_track_quat('Z', 'Y').to_euler()\n        \n        sx, sy, sz = stem_r, stem_r, dist/2.0\n        local_verts = [\n            Vector((-sx, -sy, -sz)), Vector((sx, -sy, -sz)),\n            Vector((sx, sy, -sz)), Vector((-sx, sy, -sz)),\n            Vector((-sx, -sy, sz)), Vector((sx, -sy, sz)),\n            Vector((sx, sy, sz)), Vector((-sx, sy, sz))\n        ]\n        local_mat = Matrix.Translation(center) @ rotation.to_matrix().to_4x4()\n        for lv in local_verts:\n            all_verts.append(house_mat @ (local_mat @ lv))\n            \n        local_faces = [\n            (0, 1, 2, 3), (4, 7, 6, 5), (0, 4, 5, 1),\n            (1, 5, 6, 2), (2, 6, 7, 3), (3, 7, 4, 0)\n        ]\n        for lf in local_faces:\n            all_faces.append((lf[0]+v_offset, lf[1]+v_offset, lf[2]+v_offset, lf[3]+v_offset))\n\n    def add_leaf(pos_local, normal_local):\n        v_offset = len(all_verts)\n        sz = leaf_sz / 2.0\n        \n        up = Vector((0, 0, 1))\n        tangent = normal_local.cross(up)\n        if tangent.length < 0.01:\n            tangent = normal_local.cross(Vector((0, 1, 0)))\n        tangent.normalize()\n        bitangent = normal_local.cross(tangent).normalized()\n        \n        l_verts = [\n            pos_local - tangent * sz - bitangent * sz + normal_local * 0.02,\n            pos_local + tangent * sz - bitangent * sz + normal_local * 0.02,\n            pos_local + tangent * sz + bitangent * sz + normal_local * 0.08,\n            pos_local - tangent * sz + bitangent * sz + normal_local * 0.08\n        ]\n        for lv in l_verts:\n            all_verts.append(house_mat @ lv)\n        all_faces.append((v_offset, v_offset+1, v_offset+2, v_offset+3))\n\n    for b in range(num_branches):\n        curr_x = x_start + random.uniform(-0.15, 0.15)\n        curr_z = -0.1\n        \n        if side == 'front':\n            curr_y = -w/2.0 - 0.02\n            wall_normal = Vector((0, -1, 0))\n        elif side == 'back':\n            curr_y = w/2.0 + 0.02\n            wall_normal = Vector((0, 1, 0))\n        elif side == 'left':\n            curr_x = -l/2.0 - 0.02\n            curr_y = x_start\n            wall_normal = Vector((-1, 0, 0))\n        else:\n            curr_x = l/2.0 + 0.02\n            curr_y = x_start\n            wall_normal = Vector((1, 0, 0))\n            \n        curr_p = Vector((curr_x, curr_y, curr_z))\n        \n        step_len = 0.16\n        steps = int(h / step_len) + 5\n        \n        for s in range(steps):\n            next_z = curr_p.z + step_len * random.uniform(0.7, 1.2)\n            if next_z > h: break\n                \n            if side in ['front', 'back']:\n                next_x = curr_p.x + random.uniform(-0.12, 0.12)\n                next_y = curr_p.y + random.uniform(-0.01, 0.01)\n            else:\n                next_x = curr_p.x + random.uniform(-0.01, 0.01)\n                next_y = curr_p.y + random.uniform(-0.12, 0.12)\n                \n            next_p = Vector((next_x, next_y, next_z))\n            add_stem_segment(curr_p, next_p)\n            \n            if random.random() < 0.85:\n                add_leaf(next_p, wall_normal)\n                if random.random() < 0.5:\n                    add_leaf(next_p + Vector((0,0,0.05)), wall_normal)\n            curr_p = next_p\n            \n        if side in ['front', 'back']:\n            slope_side = -1 if side == 'front' else 1\n            slope_angle = math.atan((ph - h) / (w / 2.0))\n            roof_normal = Vector((0, -slope_side * math.sin(slope_angle), math.cos(slope_angle)))\n            \n            roof_steps = 14\n            for rs in range(roof_steps):\n                dist_to_peak = abs(curr_p.y)\n                if dist_to_peak < 0.1: break\n                    \n                step_y = 0.18 * math.cos(slope_angle)\n                next_y = curr_p.y + slope_side * step_y\n                if (slope_side == -1 and next_y > 0.0) or (slope_side == 1 and next_y < 0.0):\n                    next_y = 0.0\n                    \n                t_slope = 1.0 - (abs(next_y) / (w/2.0))\n                next_z = h + t_slope * (ph - h) + random.uniform(0.01, 0.04)\n                next_x = curr_p.x + random.uniform(-0.12, 0.12)\n                \n                next_p = Vector((next_x, next_y, next_z))\n                add_stem_segment(curr_p, next_p)\n                add_leaf(next_p, roof_normal)\n                if random.random() < 0.7:\n                    add_leaf(next_p, roof_normal)\n                curr_p = next_p\n\n    mesh = bpy.data.meshes.new(name)\n    obj = bpy.data.objects.new(name, mesh)\n    bpy.context.collection.objects.link(obj)\n    \n    v_tuples = [v.to_tuple() for v in all_verts]\n    mesh.from_pydata(v_tuples, [], all_faces)\n    mesh.update()\n    \n    mat_foliage = bpy.data.materials.get(\"Foliage\")\n    if mat_foliage:\n        obj.data.materials.append(mat_foliage)\n        \n    bpy.ops.object.select_all(action='DESELECT')\n    obj.select_set(True)\n    bpy.context.view_layer.objects.active = obj\n    bpy.ops.object.shade_smooth()\n    return obj\n\ndef generate_village_grass(name, num_clumps=2000, x_range=(-22.0, 22.0), y_range=(-22.0, 22.0)):\n    all_verts = []\n    all_faces = []\n    \n    b_w = 0.04\n    b_h = 0.35\n    angles_rad = [0.0, math.pi / 3.0, 2.0 * math.pi / 3.0]\n    \n    house_centers = [Vector((-1.0, -1.5)), Vector((5.5, 6.0)), Vector((-8.0, 4.0))]\n    \n    for _ in range(num_clumps):\n        rx = random.uniform(x_range[0], x_range[1])\n        ry = random.uniform(y_range[0], y_range[1])\n        rz = get_terrain_height(rx, ry)\n        \n        in_house = False\n        for hp in house_centers:\n            if (Vector((rx, ry)) - hp).length < 2.5:\n                if random.random() < 0.8:\n                    in_house = True\n                    break\n        if in_house: continue\n            \n        clump_scale = random.uniform(0.65, 1.3)\n        clump_rot_z = random.uniform(0.0, 2.0 * math.pi)\n        \n        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()\n        \n        for angle in angles_rad:\n            v_offset = len(all_verts)\n            tilt = random.uniform(0.1, 0.25)\n            blade_rot = Euler((0.0, tilt, angle)).to_matrix().to_4x4()\n            \n            bh = b_h * clump_scale * random.uniform(0.8, 1.25)\n            bw = b_w * clump_scale * random.uniform(0.8, 1.2)\n            \n            local_verts = [\n                Vector((-bw/2.0, 0, 0)), Vector((bw/2.0, 0, 0)),\n                Vector((bw/4.0, 0, bh)), Vector((-bw/4.0, 0, bh))\n            ]\n            for lv in local_verts:\n                all_verts.append(clump_mat @ (blade_rot @ lv))\n            all_faces.append((v_offset, v_offset+1, v_offset+2, v_offset+3))\n\n    mesh = bpy.data.meshes.new(name)\n    obj = bpy.data.objects.new(name, mesh)\n    bpy.context.collection.objects.link(obj)\n    \n    v_tuples = [v.to_tuple() for v in all_verts]\n    mesh.from_pydata(v_tuples, [], all_faces)\n    mesh.update()\n    \n    mat_foliage = bpy.data.materials.get(\"Foliage\")\n    if mat_foliage:\n        obj.data.materials.append(mat_foliage)\n        \n    bpy.ops.object.select_all(action='DESELECT')\n    obj.select_set(True)\n    bpy.context.view_layer.objects.active = obj\n    bpy.ops.object.shade_smooth()\n    return obj\n\n\n# --- 2. ASSEMBLE HOUSES AND GROW IVY ---\n\nh1_pos = Vector((-1.0, -1.5, get_terrain_height(-1.0, -1.5)))\ncreate_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)\ngenerate_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)\ngenerate_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)\n\nh2_pos = Vector((5.5, 6.0, get_terrain_height(5.5, 6.0)))\ncreate_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)\ngenerate_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)\ngenerate_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)\n\nh3_pos = Vector((-8.0, 4.0, get_terrain_height(-8.0, 4.0)))\ncreate_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)\ngenerate_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)\ngenerate_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)\n\n\n# --- 3. GENERATE MEADOW SCATTER ---\ngenerate_village_grass(\"Village_Grass_Field\", num_clumps=2500)\n\n\n# --- 4. LIGHTING & ENVIRONMENT SETUPS ---\n\nbpy.context.scene.use_nodes = True\nworld = bpy.context.scene.world\nworld.use_nodes = True\nw_nodes = world.node_tree.nodes\nw_links = world.node_tree.links\nfor n in list(w_nodes):\n    w_nodes.remove(n)\n\nw_out = w_nodes.new('ShaderNodeOutputWorld')\nw_bg = w_nodes.new('ShaderNodeBackground')\nw_bg.inputs['Color'].default_value = (0.10, 0.14, 0.22, 1.0)\nw_bg.inputs['Strength'].default_value = 0.65\nw_links.new(w_bg.outputs['Background'], w_out.inputs['Surface'])\n\nsun_data = bpy.data.lights.new(name=\"Sunset_Sun\", type='SUN')\nsun_data.energy = 5.0\nsun_data.color = (0.98, 0.72, 0.45)\nsun_data.angle = 0.15\nsun_obj = bpy.data.objects.new(name=\"Sunset_Sun\", object_data=sun_data)\nbpy.context.collection.objects.link(sun_obj)\nsun_obj.rotation_euler = (math.radians(74), math.radians(6), math.radians(48))\n\n\n# --- 5. CAMERA COMPOSITION SETUP ---\n\ncam_data = bpy.data.cameras.new(name=\"ContestantCam\")\ncam_data.lens = 28\ncam_obj = bpy.data.objects.new(name=\"Contestant_Camera\", object_data=cam_data)\nbpy.context.collection.objects.link(cam_obj)\ncam_obj.location = Vector((-6.8, -10.5, 3.6))\ncam_obj.rotation_euler = (math.radians(77), math.radians(0), math.radians(-32))\nbpy.context.scene.camera = cam_obj\n\n\n# --- 6. RENDER ENGINE CYCLES ENGINE SETUPS ---\nbpy.context.scene.render.engine = 'CYCLES'\nbpy.context.scene.cycles.samples = 64\nbpy.context.scene.cycles.use_denoising = True\n\ntry:\n    bpy.context.scene.view_settings.view_transform = 'AgX'\n    bpy.context.scene.view_settings.look = 'AgX - High Contrast'\nexcept:\n    try:\n        bpy.context.scene.view_settings.view_transform = 'Filmic'\n        bpy.context.scene.view_settings.look = 'High Contrast'\n    except:\n        pass\n\nprint(\"Master compilation completed flawlessly!\")\n","user_prompt":"Re-run full master setup with robust look styling block"}