[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!

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!

User Prompt

get_scene_infoArguments

Object Name

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get_object_infoArguments

Max Size

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get_viewport_screenshotArguments

Code

User Prompt

execute_blender_codeArguments

Asset Type

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get_polyhaven_categoriesArguments

Asset Type

Categories

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search_polyhaven_assetsArguments

Asset Id

Asset Type

Resolution

File Format

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download_polyhaven_assetArguments

Object Name

Texture Id

User Prompt

set_textureArguments

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get_polyhaven_statusArguments

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User Prompt

get_sketchfab_statusArguments

Query

Categories

Count

Downloadable

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search_sketchfab_modelsArguments

Uid

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get_sketchfab_model_previewArguments

Uid

Target Size

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download_sketchfab_modelArguments

Text Prompt

Bbox Condition

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Input Image Paths

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poll_rodin_job_statusArguments

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Input Image Url

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Job Id

poll_hunyuan_job_statusArguments

Name

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import_generated_asset_hunyuanArguments

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

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thought
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.

import bpy
import math
import random

def create_terrain():
    # Create grid
    bpy.ops.mesh.primitive_grid_add(x_subdivisions=80, y_subdivisions=80, size=40, location=(0, 0, 0))
    grid = bpy.context.object
    grid.name = "Terrain"

    # Assign material
    mat = bpy.data.materials.get("Ground_Moss")
    if mat:
        grid.data.materials.append(mat)

    # Deform terrain vertices to create rolling hills
    mesh = grid.data
    for vert in mesh.vertices:
        x = vert.co.x
        y = vert.co.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)

        # Make a riverbed/path depressed down the center
        # Let's say a diagonal path where it's a bit lower
        path_dist = abs(x + y * 0.5) / 10.0
        if path_dist < 1.0:
            z -= (1.0 - path_dist) * 0.6

        vert.co.z = z

    # Smooth shading
    bpy.ops.object.shade_smooth()

create_terrain()
print("Terrain constructed!")

Generate natural terrain mesh with custom hills and path

{"code":"import bpy\nimport math\nimport random\n\ndef create_terrain():\n    # Create grid\n    bpy.ops.mesh.primitive_grid_add(x_subdivisions=80, y_subdivisions=80, size=40, location=(0, 0, 0))\n    grid = bpy.context.object\n    grid.name = \"Terrain\"\n    \n    # Assign material\n    mat = bpy.data.materials.get(\"Ground_Moss\")\n    if mat:\n        grid.data.materials.append(mat)\n        \n    # Deform terrain vertices to create rolling hills\n    mesh = grid.data\n    for vert in mesh.vertices:\n        x = vert.co.x\n        y = vert.co.y\n        # Large hills\n        z = 1.0 * math.sin(x * 0.1) * math.cos(y * 0.1)\n        # Small ridges\n        z += 0.4 * math.sin(x * 0.3) * math.sin(y * 0.4)\n        # Random undulating micro-details\n        z += 0.1 * math.cos(x * 0.8 + y * 0.5)\n        \n        # Make a riverbed/path depressed down the center\n        # Let's say a diagonal path where it's a bit lower\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            \n        vert.co.z = z\n        \n    # Smooth shading\n    bpy.ops.object.shade_smooth()\n    \ncreate_terrain()\nprint(\"Terrain constructed!\")\n","user_prompt":"Generate natural terrain mesh with custom hills and path"}


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.

import bpy
import math
import random

def create_terrain():
    # Create grid
    bpy.ops.mesh.primitive_grid_add(x_subdivisions=80, y_subdivisions=80, size=40, location=(0, 0, 0))
    grid = bpy.context.object
    grid.name = "Terrain"

    # Assign material
    mat = bpy.data.materials.get("Ground_Moss")
    if mat:
        grid.data.materials.append(mat)

    # Deform terrain vertices to create rolling hills
    mesh = grid.data
    for vert in mesh.vertices:
        x = vert.co.x
        y = vert.co.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)

        # Make a riverbed/path depressed down the center
        # Let's say a diagonal path where it's a bit lower
        path_dist = abs(x + y * 0.5) / 10.0
        if path_dist < 1.0:
            z -= (1.0 - path_dist) * 0.6

        vert.co.z = z

    # Smooth shading
    bpy.ops.object.shade_smooth()

create_terrain()
print("Terrain constructed!")

Generate natural terrain mesh with custom hills and path


Code executed successfully: Terrain constructed!